Atlantic Chase: The Kriegsmarine Against the Home Fleet 1939-1942
2021
Command Royal Navy and Kriegsmarine task forces as trajectory lines reveal the uncertainty of North Atlantic warfare.
120
minutes
1 - 2
player(s)
14+
Medium Heavy
About this board game
Atlantic Chase: The Kriegsmarine Against the Home Fleet 1939-1942 is a naval campaign board game for 1-2 players, with play lasting about 120 minutes. It simulates the North Atlantic campaigns fought between the surface fleets of the Royal Navy and the Kriegsmarine from 1939 to 1942.
Its central system uses trajectories to represent the fog of war that complicated naval command during this period. Players arrange trajectory lines across a shared game board, with each line showing a task force’s path of travel.
This approach creates uncertainty without requiring dummy blocks, hidden movement, a referee, or a computer. Instead, the board’s network of lines reflects the course of ships underway, echoing the pins and strings used to represent naval movements on Churchill’s wall.
Atlantic Chase includes several ways to engage with its system. The package contains tutorial, solitaire-scenario, and two-player-scenario booklets, along with advanced battle rules for expanding the game’s rule set.
- 22 x 34-inch mounted game board
- Two-sided inset map sheet and player aid cards
- Two task force displays
- Sheet and a half of counters
- 240 wooden segments and cylinders
- Rule book, advanced battle rules, and scenario booklets
- Four six-sided dice
With its shared map, trajectory lines, and dedicated task force displays, the game presents naval movement as an unfolding problem of incomplete information. Players experience the uncertainty endemic to North Atlantic warfare while directing the opposing fleets represented in this 1939-1942 campaign.
Board Game Rules for
Atlantic Chase: The Kriegsmarine Against the Home Fleet 1939-1942
Historical Background
“We must regard the Battle of the Atlantic as one of the most momentous ever fought in all the annals of the war.” — Winston Churchill, March 18, 1941
Churchill addressed the nation by radio, but he was in a glum mood. March 18, 1941 marked a dark hour for Great Britain. For the past two months the Royal Navy had chased two German battlecruisers back and forth across the Atlantic Ocean, only to watch them escape into French ports. Twenty-two British merchant ships, nearly 120,000 tons worth, had been sent to the bottom by the Scharnhorst and Gneisenau. Now those two raiders were refitting for their next operation, a coordinated action intended to link forces with the German battleship Churchill feared most of all, the Bismarck. In May that ship would slip through the Skagerrak to Norwegian fjords before skirting around Iceland to the open Atlantic. This was turning into a terrible year. On land the Afrikakorps blitzkrieged through the Libyan desert and the Wehrmacht smashed Greece, ultimately pinning the remnants of a British army on the island of Crete. Beneath the waves, in increasing ferocity, German U-boats were preying on Britain’s shipping in the Atlantic. It was a grim hour indeed for Churchill, as he ordered the Royal Navy to give chase and engage the Bismarck. This time, however, Admiral John Tovey, the Commander in Chief of the Home Fleet, would personally see to it that the German raider would be brought to battle.
Atlantic Chase presents the naval operations fought between the surface ships of the British Royal Navy, primarily the Home Fleet, and the German Kriegsmarine between 1939 and 1942. It utilizes a system of trajectories to model the fog of war that characterized events and bedeviled commanders of this period. Operational in scope, ships are organized into Task Forces which are represented on the game board or inset map as either a point (Station) or a line (Trajectory). Rather than see points and lines as a representation of ships, players should see them as representing information about those ships. On the high seas in 1941, information was usually old.
Game Formats & Scenarios
Atlantic Chase provides a variety of scenarios, as well as a campaign system.
- Tutorial: If you are just starting out, begin with the tutorial episodes in the Tutorial book. Each “episode” presents a fraction of the overall rules while telling the story of the first month of the war, designed for a single player.
- Solitaire Scenarios: Contains fifteen scenarios specifically designed for solitaire play.
- Two-Player Scenarios: All scenarios and the Campaign in the Two-Player Scenarios book are designed for two players, but they too can be played solitaire by role-playing both sides. Scenarios take one to three hours.
- Mini-scenarios: Played entirely on the Battle Board, and can also be played solitaire.
Player Guidance
NEWBIE: If you are entirely new to wargaming, you should start with the Tutorial book. The player aid will also help untangle the knot of Atlantic Chase.
SALTY GROGNARD: If you are an experienced wargamer but new to Atlantic Chase, the Trajectory system and its implications may prove elusive at first. The episodes in the Tutorial book are miniature scenarios intended to explain not only the rules of play but also how you use those rules to achieve operational objectives. Each episode is also rendered in entirety as an illustrated example of play. Start there.
Table Setup
When you’re ready to start, your game space should look something like the layout diagram. For some scenarios, you will use an inset map instead of the hexagons on the game board (you will still need the port boxes, track, and the battle board, however).
- The British player sits on the side opposite the German player.
- If playing solitaire, sit anywhere.

Component Manifest
- Game board: 22″x34″
- Two 8.5″x11″ Inset Maps
- Two 11″x17″ double-sided bi-fold player aids
- One 11″x17″ double-sided bi-fold Advanced Battle Rules player aid
- Two 8.5″x11″ double-sided Campaign player aids
- Two 8.5″x11″ Task Force Displays
- 1.5 sheets of counters
- 225 wood sticks (Trajectory segments)
- 15 cylinders (Task Force Stations)
- Four six-sided dice (two red, two blue)
- Rule Book (64 pages)
- Advanced Battle Rules (24 pages)
- Tutorial (56 pages)
- Solitaire Scenarios (72 pages)
- Two-Player Scenarios (60 pages)
Players & Playing Pieces
Atlantic Chase can be played solitaire or as a two-player game. In either case, one “side” is the British naval command and the other “side” is the German naval command.
- Task Forces: Represented on the board by Stations (wooden cylinders) and Trajectory segments (wooden sticks). Color and stripes identify the Task Force. British use brown, red, light tan; German use white.
- Intel & Contact markers:
Intel and
Contact markers denote enemy intelligence and sighting. - Stealth forces: Submarines, Mines, and U-Boats. These are “forces”, not ships.
- Leaders: Attach to ships or keep nearby (e.g. Forbes, Raeder).
- Ships: Counters placed in Task Force Boxes on the Task Force Display until transferred to the Battle Board during Battle. They never go directly into a hex on the map.
- Reinforcement Group markers: Placed in Port Boxes on the game board; refer to ships in Reinforcement Boxes on the Task Force Display.
- The Dice: Six-sided dice (two red, two blue). Game rolls are noted as “1d6”, “2d6”, or “3d6”.

Inset Maps
Scenario instructions indicate when an inset map is used instead of the Operations Map. Port Boxes, tracks, and Battle Board from the main board are still used.
- Off-Map Ports: Murmansk, Scapa Flow, and Kiel on the Norwegian Sea inset map act as ports (triggering Intel when enemy segments enter). On the Norwegian Sea inset, Murmansk is German-controlled.
- Murmansk & Denmark Strait: Not connected to Port Boxes; TF Stations cannot be shifted to a Port Box there and Reinforcements cannot be placed there.
- Scapa Flow & Methil: Share a single Port Box on the inset map. Keep their Task Forces separate; a TF cannot jump from Methil to Scapa Flow.
- Points of Interest: E.g. Bud and Aandalsnes. They do not trigger Intel.
- The Canal: Kiel is present in two hexes linked to the Kiel Port Box. A German TF Station may transfer to either hex freely.
- Not In Play: Kiel Bay hex is not in play.
- Portsmouth: Both connected hexes connect to the Portsmouth Port Box.

Leaders
Each Leader in play must be attached to a ship counter. Exceptions: Raeder and Pound are placed in Kiel or Clyde/Liverpool (or kept nearby). Prien is attached to a U-Boat force.
- Leader Benefits: Each Leader’s unique effect may be used once per scenario or operation, then the Leader is removed. Exception: Raeder and Pound may be used twice.
- Ship Casualties: If a ship is sunk, an attached Leader automatically transfers to another ship in the TF. If no other ship is present, the Leader is killed/captured (removed from play).
German Leaders
- Krancke: When Krancke’s TF is Active or designated target, you may roll 2d6 and add or subtract the sum to the Trajectory Total. You may roll 2d6 before deciding to use this benefit.
- Lütjens: When making a Seize Initiative attempt, it succeeds automatically and Lütjens’ TF gains an Evasive Maneuvers marker. That TF must then be the Active TF in a Completion, Engage, Naval Search, or Trajectory action.
- Marschall: When you roll dice during an Action or Battle and Marschall’s TF is Active or on the Battle Board, replace one rolled die with a ‘6’. Also usable during Weather Check or Initiative rolls (Marschall’s TF must be designated in the next Action).
- Prien: Attached to a U-Boat. That force may perform Stealth Recon in a hex with an enemy airbase or port. It may later perform a Stealth Attack there.
- Raeder: When performing a Pass action, may declare it an All Pass action (usable twice).
British Leaders
- Forbes: When you roll dice during an Action or Battle and Forbes’ TF is Active or on the Battle Board, replace one rolled die with a ‘6’. Also usable during Weather Check or Initiative rolls (Forbes’ TF must be designated in the next Action).
- Gensoul: When his TF is designated as Active, remove one Intel marker from any British or French TF designated in the current Action.
- Pound: When performing a Pass action, may declare it an All Pass action (usable twice).
- Somerville: Add +2 to any die/dice roll involving his designated TF. Cannot be used during Weather Check or Initiative rolls.
- Tovey: When Tovey’s TF is Active or designated target, roll 2d6 and add or subtract the sum to the Trajectory Total. You may roll 2d6 before deciding.
- Walker: When his TF is the Coordinating Task Force, the Coordination modifier is +4.

Game Board Overview

Board Features & Map Rules
- Operations Map: The hexagon grid where Trajectory segments and Stations are placed.
- British & German Port Boxes: Used for placing Task Force Stations and Reinforcement Group markers safely.
- Weather Table: Consulted when Initiative changes hands.
- Battle Board: Used to resolve surface combat.
- Track: Used to track Initiative Failure Tally and battle rounds.
- Action Tables: Reference tables printed directly on the board.
- U-Boat zone: Modifies Stealth Attacks.
- Arctic Line: Hexes containing the Arctic Line are permanently in Bad Weather.
- Airbase marker: Operates exactly like a printed airbase when placed in play.
- Off-Map Port: Identical to a port in each hex.
- In: A Task Force (TF) is “in” another TF’s hex if it has a Station or Trajectory segment in a hex with that other TF’s Station or Trajectory segment.
- KW Kanal (Kaiser-Wilhelm Canal): For Trajectory actions, the two hexes connected by the arrow are adjacent to each other for the German player only.
- Not adjacent: A Trajectory is not allowed across “not adjacent” hexes. Air support is allowed.
- Gibraltar: Printed on the map board avoiding extra rules about German Task Forces passing through the strait.
Ports & Airbases
Port Boxes & Stations
- Connection: A port printed on the Operations Map in or on the border of a hex is connected to a Port Box. The Port Box holds Task Force Stations and Reinforcement Group markers, and is safe.
- Movement between Hex and Box: A TF Station in a friendly port hex may transfer to the Port Box automatically when the owning player has Initiative, at no cost or penalty. Likewise, it may transfer from the Port Box back to the port hex. In a Pass action, Time Lapse ends the action, meaning a Trajectory cannot be reduced to a Station and transferred to a Port Box in the same action.
- Port Box Safety: While in a Port Box, a TF Station may not be targeted by Air Strike, Engage, or Stealth Attack actions. Conversely, it cannot be designated for Coordination or Air Support, nor as the Active TF for Air Strike, Engage, or Naval Search.
- Neutral Ports: Controlled by neither side unless specified; ignore neutral ports (not an Intel trigger).
- French and Norwegian Ports: Tables inside these Port Boxes are Port Check tables used only in Campaign play.
Airbases
Prior to the year of the printed date, ignore the airbase. When in play, an airbase serves as an Intel trigger for enemy Task Forces and may serve as the source of an Air Strike and Air Support.

Ship Anatomy & Characteristics

- Class: Abbreviation of ship type (BB, BC, CA, CL, DD, CV, PB, AC, AO, Convoy).
- Ship Name: Printed on counter.
- Hits to Damage: The number of hits required to damage the ship. Once damaged, flip to damaged side.
- Hits to Sink: The number of additional hits required to sink the damaged ship.
- Gunnery Value (GV): Displayed as
X / Ywhere X is for short & point blank range, and Y is for long & extreme range. A value of “0” allows gunnery; “na” means no gunnery allowed. - Speed: vs (very slow), s (slow), m (medium), f (fast).
- Torpedo Capable: Marked by a torpedo silhouette. Damaged ships are never torpedo capable, nor may they create smoke.
- Air Strike / Air Support: Aircraft carriers (CV) may be the source of Air Strike actions and Air Support. Damaged CVs lose these capabilities. Carriers have no gunnery rating and may not fire in Battle.
- Convoys: Convoys represent multiple merchant ships. They cannot be Damaged; in some scenarios each Hit earns enemy VP. German convoys have a tanker (AO class) on their reverse side. Convoys attack at Short and Point Blank range only.
- Armed Merchant Raiders (AC) & Tankers (AO): Sunk if they take one Hit; they cannot be Damaged.
Ship Class Abbreviations
- BB: Battleship
- BC: Battlecruiser
- CA: Heavy Cruiser
- CL: Light Cruiser
- DD: Destroyer Squadron
- CV: Aircraft Carrier
- PB: Pocket Battleship / Heavy Cruiser
- AC: Armed Merchant Raider
- AO: Tanker
- Convoy: Merchant ships (& maybe destroyers)
Special Rules: Convoy, DD Squadron, Shore Battery

Convoy Special Rules
- Precious Cargo: A Convoy cannot be Damaged in Battle and usually cannot be sunk. Each Hit it suffers converts to Victory Points (VP) for the attacker.
- No Smoke: A Convoy may not produce Smoke, though it benefits if obscured by Smoke.
- Disperse: When allowed by scenario rules, the owning player may disperse a Convoy when having Initiative (or during Maneuver in Battle) by flipping it to its dispersed side. A Convoy never becomes un-dispersed.
- Dispersed Effects: Dispersed convoys grant a positive modifier to Stealth attacks. During each Battle Round, a dispersed convoy may suffer only one Hit per attack from Gunnery or Torpedo (also applies to Air Strikes and Stealth Attacks).
- Limited Actions: A TF containing a Convoy cannot perform Air Strike, Engage, or Naval Search actions. It may serve as a Coordinating TF, and an undamaged CV in it may provide Air Support.
DD Squadron Special Rules
A DD Squadron cannot be Damaged, but suffers Hits up to the limit specified in scenario instructions. Unlike Convoys, it may produce Smoke, and under Advanced Battle Rules, it may Pursue.
Shore Battery Special Rules
Comes into play only on the Battle Board in scenario MS5. During Gunnery, it attacks like a ship, but cannot be attacked or Damaged. During Maneuver it cannot move, and during Break Away it cannot exit until scenario end. It is immune to Torpedo attacks.
The Trajectory & The Action Sequence
A ship or group of ships operating together, called a Task Force in this game, can be represented as a line, called a Trajectory. It can also be represented more conventionally as a point, called a Station. As a Trajectory, a Task Force is not in one place on the Operations Map, it is somewhere along a line, and that line represents information you and your opponent have about the Task Force’s location.
Instead of moving units from one space to the next, you draw a line across the map; a line made of Trajectory segments. There are no “movement points” in this game, only information about where forces are, and usually that information is old. Then, at some point in the game, you or perhaps your opponent will attempt to locate that Task Force somewhere along the line. That is, you will want to reduce that line to a point (reduce the Trajectory to a Station). You may want this to happen in a safe port but your opponent is keen to make this happen where your Task Force can be attacked.
Play tip: Segments (and Stations) go inside hexagons (“hexes”), not along hexsides. Arrange segments so that Trajectories look ‘line-like’.
Scenario instructions tell you who has the Initiative. That player (or “side”) is the “Active player” and gets to perform “actions.” Actions are moves made in pursuit of victory. Eventually Initiative will change hands and the other player will perform Actions. This back and forth continues until the scenario or operation ends.

Concepts & Glossary
- Action Sequence: The string of Actions, or “moves,” players make in pursuit of victory conditions. It continues until the game ends, occasionally interrupted by Battle.
- Contact: A marker
attached to a TF Station or Trajectory segment denoting enemy sighting. Makes the TF easier to find and bring to battle. Fleeting. - Designate: Selecting an “Active TF”, Target TF, Coordinating TF, or Air Support TF for an Action.
- Evasive Maneuvers: A marker
kept on the TF Display card, representing awareness of enemy pursuit. Spent to foil enemy actions or assist break away. - Initiative: Allows a player to activate forces and perform Actions. One player holds it at any time; changes frequently.
- Intel: A marker
attached to a Trajectory segment denoting enemy knowledge of route/whereabouts. - Interruption: A check made by the Inactive player when an Active TF with an Intel marker attempts an action against them. Can cancel or penalize the action.
- Station: Information that a TF occupies a specific point in space and time (represented by a wooden cylinder
). Targetable by Engage actions. - Time Lapse: The mechanism that removes segments from a Trajectory, reflecting aging intelligence.
- Trajectory: Information that a Task Force is traversing a route (a line of wooden sticks
). Immune to Engage actions. - Trajectory Total: An aggregate calculation of Trajectory segments determining table columns for action resolution.
Historical Note: Stations and Trajectories represent pins and strings on a naval command chart, reflecting fuzzy or dated intelligence rather than real-time GPS locations.
Station & Trajectory Mechanics
- Station or Trajectory, not both: A Task Force is represented as either a Station or a Trajectory.
- More than one in a hex: Any number of Stations and Trajectory segments (British and German) may occupy the same hex.
- Station to Trajectory: A Station becomes a Trajectory by performing a Trajectory action.
- Trajectory to Station: A Trajectory becomes a Station when it has no segments remaining (due to Naval Search or Time Lapse). When all segments are removed during Time Lapse, its Station may be placed in any hex that just had a segment removed.

Trajectory Rules
- Segment Limits: Maximum 15 segments; minimum 1 segment. If fewer than 1 segment, it is a Station.
- Placement Restrictions: Maximum one segment per Task Force per hex. Trajectory segments are strictly prohibited in Port Boxes.
- Linear Shape: Must form a single unbroken line with exactly two ends. No forks, branching, or holes permitted.

Adding and Removing Segments
- Adding: During a Trajectory action, new segments may be added to either end, or both ends of the Trajectory.
- Removing: When segments are removed (e.g., during Time Lapse), they must be removed from either end, or both ends of the Trajectory.

Time Lapse
Time Lapse shrinks Trajectories by removing segments, representing aging information. Segments with Intel markers cannot be removed unless invoking the Intel Limit.
Speed Determines Removal
- Very Slow: Remove 2 segments (Intel Limit: 1)
- Slow: Remove 2 segments (Intel Limit: 1)
- Medium: Remove 3 segments (Intel Limit: 2)
- Fast: Remove 4 segments (Intel Limit: 2)
If not enough segments remain, remove all of them (except those with Intel markers unless invoking Intel Limit). When all segments are removed, replace one with a Station.
Bad Weather
In Bad Weather, roll 1d6 instead of using the table to determine the number of segments removed. Intel Limit still applies. In Good Weather, if some segments are on the Arctic Line, you may roll 1d6 or use the standard table.
Intel Limit
Invoking Intel Limit allows removing a Trajectory segment with an attached Intel marker (removing the marker too). Only ONE Intel marker may be removed per Time Lapse, and total segments removed cannot exceed the Intel Limit column.


Task Force Organization
Every ship must be in a Task Force.
- What is a Task Force? A Task Force (TF) is a group of ships operating together in the same place. Any number of ships may be in a Task Force, and a single ship operating alone is considered a Task Force.
- Organizing: Place ship counters on the Task Force Display card, kept to the side of the board in view of both players.
- Speed: Determined by its slowest ship.
- Representation: On the Operations Map, each TF is represented by either a Station (cylinder) or a Trajectory (connected sticks).
- Reinforcements: Ships in Reinforcement Groups enter play via a Reorganize action.
- Stealth Action markers: Submarines, U-Boats, and Mines are not part of Task Forces; they are placed directly in hexes on the map.
- Merging and Splitting: A Task Force represented as a Station may merge or split via a Reorganize action. Trajectories cannot merge or split.

Intel Markers
- Placement: Immediately attached when a Trajectory segment enters a hex with an enemy port, airbase, Station, or Stealth force. Also placed when an enemy Stealth force executes Recon into a hex with a Trajectory segment. Placing a segment with an enemy Trajectory segment does NOT trigger Intel.
- Limits: Maximum one Intel marker per segment. Never attached to a Station.
- Effects:
- Allows the opponent to target the segment with a Signals action.
- May restrict segment removal during Time Lapse (Intel Limit).
- Prevents the TF from performing a Completion action.
- Triggers an Interruption check when the TF is designated in an Air Strike, Engage, Naval Search, or Stealth Attack action.
- Removal: Automatically detached and removed when its host segment is removed or when the Trajectory converts to a Station.

Interruption
When an Active player declares an Air Strike, Engage, Naval Search, or Stealth Attack designating any friendly TF with an Intel marker, the Inactive player checks for Interruption before the action resolves.
Procedure
- Count the total number of Intel markers on all Active designated TFs (Active, Coordinating, Air Support) to find the column (1, 2, 3, or 4+).
- Roll 2d6 (no modifiers) to find the row.
- Cross-reference and apply the result immediately:
- Alert (-0, -1, -2): Proceed with action; modify active player’s roll.
- S (Slip): Action canceled; Inactive player chooses to perform a Signals action or gain an Evasive Maneuvers marker. Vie for Initiative.
- VforI: Action canceled; players Vie for Initiative.
- IC (Initiative Change): Action canceled; Inactive player immediately gains Initiative (checks Weather).
Solitaire rule: On an ‘S’ result, roll 1d6: 1-4 = Signals action, 5-6 = Evasive Maneuvers.

Contact Markers
- Placement: Generated by Air Strike, Engage, or Naval Search results, and placed on both TFs after Battle resolution. Attached to the Station or segment in the hex.
- Limit: Maximum one Contact marker per Station or segment.
- Persistence & Transfer: Stays with the TF in that hex. If a segment becomes a Station, Contact transfers to the Station, and vice versa. Removed only when the TF leaves the hex.
- Common Modifier: Adds to Active player’s roll in Air Strike, Engage, Naval Search, and Stealth Attack against that target (+4 if target is very slow, +3 if slow, +2 if medium/fast).
- Stealth Attacks: Makes a Trajectory segment eligible for a Stealth Attack. A “Lose Contact” result removes Contact and Intel markers from the target hex.

Evasive Maneuvers
Markers kept on the Task Force Display card (max 1 per TF).
Earning Evasive Maneuvers
- Naval Search result is EARLY OR LATE and no hole is created.
- Naval Search result is SHADOW and target Trajectory has 3 or fewer segments.
- Inactive player declines an opportunity to Seize Initiative.
Spending Evasive Maneuvers
- Seize / Vie for Initiative: +1 modifier in Good Weather, +2 in Bad Weather.
- Early or Late / Shadow results: Inactive player spends marker to choose which segments are removed instead of the Active player.
- Opponent’s Action Modifier: Imposes -1 (Good Weather) or -2 (Bad Weather) on opponent’s Air Strike, Engage, Naval Search, or Stealth Attack.
- Break Away in Battle: Automatically allows one ship in the Far zone to exit upon a failed attempt.

Actions Overview
The player with Initiative performs actions sequentially until Initiative changes hands. There is no limit to the number of actions a player may take consecutively.
The Nine Actions
- Air Strike: Attack an enemy Task Force from the air (Good Weather only).
- Completion: Bring ships into port and remove the TF from play.
- Engage: Engage enemy ships at a Station in surface battle.
- Naval Search: Search for an enemy Trajectory segment to shorten it.
- Pass: Pass Initiative to opponent and perform Time Lapse.
- Reorganize: Split/merge Task Forces or bring in reinforcements.
- Signals: Pinpoint an enemy Trajectory with Intel into a Station.
- Stealth: Move a Submarine/U-boat (Recon) or attack (Stealth Attack).
- Trajectory: Create or extend a Trajectory on the map.
Weather Check
Whenever Initiative changes hands, the new Active player MUST roll 1d6 for Weather:
- If Good Weather: Roll of ‘6’ changes Weather to Bad; 1-5 stays Good.
- If Bad Weather: Roll of ‘5’ or ‘6’ changes Weather to Good; 1-4 stays Bad.
- Any hex containing the Arctic Line is permanently Bad Weather.

Initiative Mechanics
Vie for Initiative
Both players roll 1d6. Inactive player adds modifiers (Initiative Failure Tally, Evasive Maneuvers). Higher roll wins Initiative; ties go to the Active player. If Active player retains Initiative, increase Failure Tally by 1.
Seize Initiative
Inactive player rolls 2d6, adding modifiers. Modified roll ≥ 9 succeeds in taking Initiative (reset Tally to 0). Failure increases Tally by 1. The Inactive player may decline the attempt to gain an Evasive Maneuvers marker instead.
Initiative Modifiers
- Initiative Failure Tally: Equals current marker value on the track; resets to 0 when Initiative changes.
- Evasive Maneuvers: Spend to add +1 (Good Weather) or +2 (Bad Weather, or if in Arctic hex).

Calculating Trajectory Total
Several Actions (Air Strike, Engage, Naval Search, Stealth Attack) determine their resolution column via the Trajectory Total, calculated in three steps:
- Longest Trajectory: If the Active player designated no Coordinating TF or Air Support TF, use the Active TF’s length. Otherwise, compare their lengths to the Active TF; select the longest designated Trajectory among them.
- Base Number: Add the Active player’s longest designated Trajectory to the target TF’s Trajectory length. (A Station counts as 0 segments).
- Deductions: If the Inactive (target) player designated a Coordinating TF or an Air Support TF, subtract their lengths from the base number. If zero or negative, the Trajectory Total is 0.


Common Modifiers
Air Support
- Source & Range: Must designate a friendly airbase or undamaged CV. Target must be within 2 hexes. Good Weather only; neither target nor launch point may be on the Arctic Line.
- Modifier: In hex = Active +3 / Inactive -2; Adjacent hex = Active +2 / Inactive -1; 2 hexes away = Active +1 / Inactive 0.
- Time Lapse: Supporting CV on a Trajectory must perform Time Lapse (Launch segment removed last).

Contact & Evasive Maneuvers Modifiers
- Contact Marker: Invoked by Active player targeting a unit with Contact. Modifier based on target TF speed: Very Slow = +4, Slow = +3, Medium/Fast = +2.
- Evasive Maneuvers: Inactive player spends marker from target TF. Imposes -1 in Good Weather, -2 in Bad Weather. (When used for Seize/Vie Initiative: +1 Good Weather, +2 Bad Weather).

Coordination Modifier
- Conditions: Friendly CTF or stealth force must be in the target hex. Max 1 CTF per player.
- Modifier: Active player gets +2 in Good Weather, +1 in Bad Weather. Inactive player gets -1 in all weather.
- Trajectory Total Effect: Active player uses CTF length if longer than Active TF. Inactive player deducts CTF length from base number.
- Time Lapse & Interruption: CTF Trajectory performs Time Lapse after action. If Active CTF has Intel, it triggers Interruption. Coordinating ships do not fight in Battle.


Common Results Glossary
- Alert (-0, -1, -2): Resume interrupted Action; modify Active player’s dice roll by indicated number.
- Battle: Surface battle triggered on Battle Board. Ships set up in Far zones (3 rounds Good Weather, 2 rounds Bad Weather). Coordinating ships do not fight. Afterwards, both TFs become Stations with Contact; players Vie for Initiative.
- Closing In: If Active TF is faster than target TF, treat as BATTLE. If same speed or slower, treat as CONTACT.
- Contact: Attach Contact marker to target TF in target hex.
- Damage: Target ship is damaged (flipped to damaged side). If already damaged, it is sunk. Convoys and DD Squadrons take 2 Hits instead.
- Early or Late: Remove target segment. If this leaves 0 segments, replace with Station + Evasive Maneuvers. If it creates a hole, Active player removes segments to one side (Inactive player chooses if spending Evasive Maneuvers). If no hole created, target earns Evasive Maneuvers marker.
- Hit: Target ship suffers a Hit. If hits equal Damage rating, flip to Damaged side; excess hits apply to damaged side. If hits equal Sunk rating, ship is sunk.
- Hit (Very Slow / Slow): Suffer a Hit only if target TF speed matches category.
- Initiative Change (IC): Current action canceled; Inactive player immediately takes Initiative (checks Weather).
- Lose Contact: Remove Contact and Intel markers from target TF in target hex.
- Miss: No effect, unless an Active designated force has Intel, in which case Initiative changes hands (IC).
- Splash: Gunnery/Torpedo attack misses.
- Seize Initiative (SI): Inactive player may attempt to Seize Initiative (or decline for Evasive Maneuvers).
- Shadow: Remove all but 3 segments of target Trajectory (segment in target hex cannot be removed). Active chooses which unless Inactive spends Evasive Maneuvers. If already ≤ 3 segments, target gains Evasive Maneuvers. Inactive attempts to Seize Initiative.
- Sighted: Target Trajectory converts immediately to Station in target hex; remove all its Intel markers. Existing Contact in hex remains.
- Skirmish: If Active TF is faster, may initiate a 1-Round Limited Battle. Otherwise, treat as Contact.
- Slip (S): Interruption result: Inactive chooses Signals action or Evasive Maneuvers; cancel current action; Vie for Initiative.
- Surprise: Treat as Battle. If Active TF is faster, Active sets up target ships in Near and/or Far zones, attacks first in Round 1 (damage applied before enemy fires), and enemy cannot set up with Smoke.
- Vie for Initiative (VforI): Both roll 1d6 (+ modifiers); higher roll takes Initiative.


Trajectory Action
- Create New: Replace a TF Station on the map with a Trajectory segment (if in Port Box, move to port hex first). Contact marker transfers to segment.
- Extend: Add segments to either or both ends of an existing Trajectory. Maximum 15 segments total; one per hex; must connect adjacent hexes; no forks or holes.
- Intel Trigger: Entering a hex with an enemy Station, port, airbase, or Stealth force immediately attaches an Intel marker to the segment.
- Initiative: Active player maintains Initiative after a Trajectory action!

Pass Action
- Standard Pass: Active player designates one friendly Trajectory to perform Time Lapse. Initiative immediately passes to the opponent; reset Initiative Tally to 0; opponent checks Weather. (If reduced to a Station in port, it cannot immediately enter the Port Box).
- All Pass: If Raeder or Pound is available, the player may flip/remove the leader to perform Time Lapse on ALL friendly Trajectories, one at a time.

Reorganize Action
Allows splitting, merging, and reinforcing Task Forces. Multiple splits, merges, and reinforcement attempts may be performed in a single Reorganize action.
- Splitting: A TF Station may split ships into a newly created TF box on the Display. Contact / Evasive Maneuvers markers are allocated to either the original or new TF. Prohibited if all TFs are already in play.
- Merging: Two friendly TF Stations in the same hex may combine into one. Excess markers are discarded (max 1 Contact, max 1 Evasive Maneuvers).
- Reinforcements: Designate a Reinforcement Group; roll 2d6. If roll ≥ 7, ships enter play as a new Station in port or join an existing Station in that port. If failed (≤ 6), one friendly TF performs Time Lapse and Initiative transfers immediately.

Signals Action
- Purpose: Pinpoint an enemy Trajectory into a Station.
- Requirements: Target enemy Trajectory must have at least one Intel marker.
- Procedure: Active player picks one Intel marker on the target Trajectory. Replace that segment with the enemy TF Station, and remove all other segments and Intel markers of that Trajectory. If the segment had Contact, it transfers to the Station; Contact elsewhere is removed.
- Active Time Lapse: If the Active player has a Trajectory in that hex, one such Trajectory may perform Time Lapse.
- End: Inactive player is offered a Seize Initiative opportunity.

Stealth Action
Activate a Submarine, Mine, or U-Boat to perform either Recon or an Attack (not both). Players Vie for Initiative afterwards.
Recon (Submarine or U-Boat)
- Move stealth force to any hex on the map (except enemy airbase or port hexes, unless Prien is attached).
- If placed in a hex with an enemy TF segment or Station, attach an Intel marker to each enemy Trajectory present.
Stealth Attack (Mines, Submarine, or U-Boat)
- Restriction: Target must be a Station, or a Trajectory segment with Contact or Intel attached, in the stealth force’s hex.
- Procedure: The stealth force attacks and is removed from play. CTF and Air Support may be designated. Calculate Trajectory Total, roll 2d6 + modifiers (including U-Boat Zone and Dispersed Convoy bonuses), consult Stealth Attack Table. Designated friendly TFs perform Time Lapse. Players Vie for Initiative.

Air Strike Action
- Requirements: Good Weather only. Active TF must have an undamaged CV or be an airbase (no convoys).
- Launch Point: Hex of the Station, airbase, or a designated segment of the Trajectory (marked with Launch marker). Cannot be on Arctic Line.
- Range: Target TF must be within 2 hexes of Launch Point. Target cannot be on Arctic Line (though path may cross it).
- Designations: Active player designates Coordinating force and Air Support (Launch source is automatically Air Support). Inactive player may designate Coordinating and Air Support forces.
- Interruption: Check if any Active designated force has Intel.
- Procedure: Calculate Trajectory Total, roll 2d6, apply Common Modifiers, consult Air Strike Table. All designated TFs except target perform Time Lapse. Segments marked with Launch marker must be removed last. Players Vie for Initiative.

Completion Action
- Purpose: Remove a Task Force safely into port.
- Requirements: Active TF only (Station or Trajectory of ≤ 6 segments). At least one segment/Station must be in a friendly port hex. Forbidden if TF has any Intel markers attached!
- Procedure: Inactive player attempts to Seize Initiative (or declines for Evasive Maneuvers).
- If Seize fails: Completion succeeds. Ships are removed to safety; segments removed. Convoys reaching destination score VP.
- If Seize succeeds: Completion fails. Active TF performs Time Lapse; Inactive player checks Weather and takes Initiative.

Naval Search Action
- Purpose: Search for an enemy Trajectory to shorten it and potentially make Contact or force Battle.
- Restrictions: Target MUST be an enemy Trajectory with a segment in the Active TF’s hex. Active TF cannot contain a Convoy.
- Procedure: Active and Inactive designate CTF and Air Support. Inactive checks Interruption if applicable. Calculate Trajectory Total, roll 2d6 + Common Modifiers, consult Naval Search Table. All designated TFs (except target) perform Time Lapse. Inactive player attempts to Seize Initiative.
- Skirmish: If result is Skirmish, a Limited Battle may occur; players Vie for Initiative afterwards instead of Seizing Initiative.

Engage Action
- Purpose: Initiate surface Battle against an enemy TF Station in the same hex.
- Restrictions: Active TF cannot contain a Convoy. Target TF MUST be a Station.
- Coordinating & Air Support: Both sides may designate Coordinating forces and Air Support forces.
- Interruption: Inactive player checks Interruption if Active designated forces have Intel.
- Procedure: Calculate Trajectory Total, roll 2d6 + Common Modifiers, consult Engage Table. Designated TFs (except target) perform Time Lapse. Players Vie for Initiative.
- Battle: If Battle is triggered, Active and Target TFs fight on the Battle Board. Coordinating TFs do not fight (they perform Time Lapse). After Battle, Active TF becomes a Station, both gain Contact, and players Vie for Initiative.

Battle Setup & Duration
- Ships of Active and Target TFs are placed on the Battle Board. Coordinating TFs do not participate.
- Duration: 3 rounds in Good Weather, 2 rounds in Bad Weather (1 round for Limited Battle).
- Ships start in their respective Far zones (unless modified by Surprise). Ships may set up with Smoke (unless prohibited by Surprise).

Battle Round Sequence of Play & Ranges
- Gunnery Step: Ships attack simultaneously (unless Round 1 of Surprise).
- Torpedo Step: Torpedo-capable ships in Close zone attack targets in Close or Near zones.
- Maneuver Step: Ships may move to an adjacent zone, slowest ships moving first. Undamaged ships may produce Smoke.
- Break Away Step: Ships may attempt to exit the battle.
Ranges
- Point Blank & Short: Use left Gunnery Value (GV).
- Long & Extreme: Use right GV.
- At Extreme range: roll 3d6, pick 2 lowest.
- At Point Blank range: roll 3d6, pick 2 highest.
- At Short and Long range: roll 2d6.

Gunnery Resolution
Roll dice based on range, add attacker’s GV, and apply modifiers:
- Target is Very Slow: +2
- Target is Slow: +1
- Smoke in target zone: -1
- Attacker obscured by Smoke: -1 (-2 if both attacker and target in Smoke)
Consult Gunnery Table: 8 or less = Splash (no effect); 9-12 = 1 Hit; 13+ = 2 Hits.

Torpedo Attack
- Usable only once per game per torpedo-capable ship (mark with No Torpedo counter). Damaged ships or ships producing/obscured by Smoke cannot fire torpedoes.
- Must be in Close zone; target must be in Close or Near zone.
- Roll 2d6 + target speed modifiers. If modified sum ≥ 11, target suffers 2 Hits!

Maneuver Step & Smoke
- Movement: Ships move one adjacent zone, starting from slowest to fastest. Inactive player moves first if speeds are tied. Moving is optional.
- Smoke: Undamaged ships may produce Smoke. Place marker on or next to ship; can obscure up to two other ships in that zone. Inflicts -1 to gunnery targeting or originating from obscured ships. Smoke does not affect Torpedoes.

Break Away Step
- Either player may announce Break Away. If both agree, Battle ends immediately.
- If only one announces, roll 2d6: modified roll ≥ 9 succeeds and all friendly ships exit.
- Modifiers: +2 if all your ships are in the Far zone; -1 if you have the slowest ship; -1 if opponent has ships in Near or Close zones.
- Partial Break Away: If failed, spend an Evasive Maneuvers marker to let one ship in the Far zone escape.

Battle Exit & Aftermath
- Exit: Battle ends after the Last Round or when one side has no ships remaining. Surviving ships return to their Task Force Displays.
- Mutual Contact: Both TFs revert to Stations in the battle hex and receive Contact markers (even if only one TF survived).
- Initiative: Players roll 1d6 to Vie for Initiative.
Components for Advanced Battle Rules
The Advanced Battle Rules add tactical detail to surface combat on the Battle Board. They use their own player aid and special counters:
- Snafu Check result markers: Confusion, No Radar.
- Attitude markers: Acquire, Closing, Running.
- Special Effect markers: Rudder Out, Flooding (stopped / no gunnery), Fire (very slow), Bridge (no gunnery), Damage Control (no gunnery), Turret -2 g.v., Batteries -2 g.v., Communications Running.

Optional Rules
- Damaged Ship Restriction: A TF containing a Damaged ship cannot perform Air Strike, Engage, or Naval Search actions. It may serve as a Coordinating TF and provide Air Support.
- CV Limit: A TF with a CV may only provide Air Support or perform Air Strike if it is a Station, or a Trajectory of 6 or fewer segments.
- Battle Removes Evasive Maneuvers: At the conclusion of Battle, remove Evasive Maneuvers markers from both participating Task Forces.
Introduction & Scenarios
Historical Background
“We must regard the Battle of the Atlantic as one of the most momentous ever fought in all the annals of the war.” — Winston Churchill, March 18, 1941
Churchill addressed the nation by radio, but he was in a glum mood. March 18, 1941 marked a dark hour for Great Britain. For the past two months the Royal Navy had chased two German battlecruisers back and forth across the Atlantic Ocean, only to watch them escape into French ports. Twenty-two British merchant ships, nearly 120,000 tons worth, had been sent to the bottom by the Scharnhorst and Gneisenau. Now those two raiders were refitting for their next operation, a coordinated action intended to link forces with the German battleship Churchill feared most of all, the Bismarck. In May that ship would slip through the Skagerrak to Norwegian fjords before skirting around Iceland to the open Atlantic. This was turning into a terrible year. On land the Afrikakorps blitzkrieged through the Libyan desert and the Wehrmacht smashed Greece, ultimately pinning the remnants of a British army on the island of Crete. Beneath the waves, in increasing ferocity, German U-boats were preying on Britain’s shipping in the Atlantic. It was a grim hour indeed for Churchill, as he ordered the Royal Navy to give chase and engage the Bismarck. This time, however, Admiral John Tovey, the Commander in Chief of the Home Fleet, would personally see to it that the German raider would be brought to battle.
Atlantic Chase presents the naval operations fought between the surface ships of the British Royal Navy, primarily the Home Fleet, and the German Kriegsmarine between 1939 and 1942. It utilizes a system of trajectories to model the fog of war that characterized events and bedeviled commanders of this period. Operational in scope, ships are organized into Task Forces which are represented on the game board or inset map as either a point (Station) or a line (Trajectory). Rather than see points and lines as a representation of ships, players should see them as representing information about those ships. On the high seas in 1941, information was usually old.
Game Formats & Scenarios
Atlantic Chase provides a variety of scenarios, as well as a campaign system.
- Tutorial: If you are just starting out, begin with the tutorial episodes in the Tutorial book. Each “episode” presents a fraction of the overall rules while telling the story of the first month of the war, designed for a single player.
- Solitaire Scenarios: Contains fifteen scenarios specifically designed for solitaire play.
- Two-Player Scenarios: All scenarios and the Campaign in the Two-Player Scenarios book are designed for two players, but they too can be played solitaire by role-playing both sides. Scenarios take one to three hours.
- Mini-scenarios: Played entirely on the Battle Board, and can also be played solitaire.
Player Guidance
NEWBIE: If you are entirely new to wargaming, you should start with the Tutorial book. The player aid will also help untangle the knot of Atlantic Chase.
SALTY GROGNARD: If you are an experienced wargamer but new to Atlantic Chase, the Trajectory system and its implications may prove elusive at first. The episodes in the Tutorial book are miniature scenarios intended to explain not only the rules of play but also how you use those rules to achieve operational objectives. Each episode is also rendered in entirety as an illustrated example of play. Start there.
Setup & Components
Table Setup
When you’re ready to start, your game space should look something like the layout diagram. For some scenarios, you will use an inset map instead of the hexagons on the game board (you will still need the port boxes, track, and the battle board, however).
- The British player sits on the side opposite the German player.
- If playing solitaire, sit anywhere.

Component Manifest
- Game board: 22″x34″
- Two 8.5″x11″ Inset Maps
- Two 11″x17″ double-sided bi-fold player aids
- One 11″x17″ double-sided bi-fold Advanced Battle Rules player aid
- Two 8.5″x11″ double-sided Campaign player aids
- Two 8.5″x11″ Task Force Displays
- 1.5 sheets of counters
- 225 wood sticks (Trajectory segments)
- 15 cylinders (Task Force Stations)
- Four six-sided dice (two red, two blue)
- Rule Book (64 pages)
- Advanced Battle Rules (24 pages)
- Tutorial (56 pages)
- Solitaire Scenarios (72 pages)
- Two-Player Scenarios (60 pages)
Players & Playing Pieces
Atlantic Chase can be played solitaire or as a two-player game. In either case, one “side” is the British naval command and the other “side” is the German naval command.
- Task Forces: Represented on the board by Stations (wooden cylinders) and Trajectory segments (wooden sticks). Color and stripes identify the Task Force. British use brown, red, light tan; German use white.
- Intel & Contact markers:
Intel and
Contact markers denote enemy intelligence and sighting. - Stealth forces: Submarines, Mines, and U-Boats. These are “forces”, not ships.
- Leaders: Attach to ships or keep nearby (e.g. Forbes, Raeder).
- Ships: Counters placed in Task Force Boxes on the Task Force Display until transferred to the Battle Board during Battle. They never go directly into a hex on the map.
- Reinforcement Group markers: Placed in Port Boxes on the game board; refer to ships in Reinforcement Boxes on the Task Force Display.
- The Dice: Six-sided dice (two red, two blue). Game rolls are noted as “1d6”, “2d6”, or “3d6”.

Inset Maps
Scenario instructions indicate when an inset map is used instead of the Operations Map. Port Boxes, tracks, and Battle Board from the main board are still used.
- Off-Map Ports: Murmansk, Scapa Flow, and Kiel on the Norwegian Sea inset map act as ports (triggering Intel when enemy segments enter). On the Norwegian Sea inset, Murmansk is German-controlled.
- Murmansk & Denmark Strait: Not connected to Port Boxes; TF Stations cannot be shifted to a Port Box there and Reinforcements cannot be placed there.
- Scapa Flow & Methil: Share a single Port Box on the inset map. Keep their Task Forces separate; a TF cannot jump from Methil to Scapa Flow.
- Points of Interest: E.g. Bud and Aandalsnes. They do not trigger Intel.
- The Canal: Kiel is present in two hexes linked to the Kiel Port Box. A German TF Station may transfer to either hex freely.
- Not In Play: Kiel Bay hex is not in play.
- Portsmouth: Both connected hexes connect to the Portsmouth Port Box.

Leaders
Each Leader in play must be attached to a ship counter. Exceptions: Raeder and Pound are placed in Kiel or Clyde/Liverpool (or kept nearby). Prien is attached to a U-Boat force.
- Leader Benefits: Each Leader’s unique effect may be used once per scenario or operation, then the Leader is removed. Exception: Raeder and Pound may be used twice.
- Ship Casualties: If a ship is sunk, an attached Leader automatically transfers to another ship in the TF. If no other ship is present, the Leader is killed/captured (removed from play).
German Leaders
- Krancke: When Krancke’s TF is Active or designated target, you may roll 2d6 and add or subtract the sum to the Trajectory Total. You may roll 2d6 before deciding to use this benefit.
- Lütjens: When making a Seize Initiative attempt, it succeeds automatically and Lütjens’ TF gains an Evasive Maneuvers marker. That TF must then be the Active TF in a Completion, Engage, Naval Search, or Trajectory action.
- Marschall: When you roll dice during an Action or Battle and Marschall’s TF is Active or on the Battle Board, replace one rolled die with a ‘6’. Also usable during Weather Check or Initiative rolls (Marschall’s TF must be designated in the next Action).
- Prien: Attached to a U-Boat. That force may perform Stealth Recon in a hex with an enemy airbase or port. It may later perform a Stealth Attack there.
- Raeder: When performing a Pass action, may declare it an All Pass action (usable twice).
British Leaders
- Forbes: When you roll dice during an Action or Battle and Forbes’ TF is Active or on the Battle Board, replace one rolled die with a ‘6’. Also usable during Weather Check or Initiative rolls (Forbes’ TF must be designated in the next Action).
- Gensoul: When his TF is designated as Active, remove one Intel marker from any British or French TF designated in the current Action.
- Pound: When performing a Pass action, may declare it an All Pass action (usable twice).
- Somerville: Add +2 to any die/dice roll involving his designated TF. Cannot be used during Weather Check or Initiative rolls.
- Tovey: When Tovey’s TF is Active or designated target, roll 2d6 and add or subtract the sum to the Trajectory Total. You may roll 2d6 before deciding.
- Walker: When his TF is the Coordinating Task Force, the Coordination modifier is +4.

Game Board & Map Features
Game Board Overview

Board Features & Map Rules
- Operations Map: The hexagon grid where Trajectory segments and Stations are placed.
- British & German Port Boxes: Used for placing Task Force Stations and Reinforcement Group markers safely.
- Weather Table: Consulted when Initiative changes hands.
- Battle Board: Used to resolve surface combat.
- Track: Used to track Initiative Failure Tally and battle rounds.
- Action Tables: Reference tables printed directly on the board.
- U-Boat zone: Modifies Stealth Attacks.
- Arctic Line: Hexes containing the Arctic Line are permanently in Bad Weather.
- Airbase marker: Operates exactly like a printed airbase when placed in play.
- Off-Map Port: Identical to a port in each hex.
- In: A Task Force (TF) is “in” another TF’s hex if it has a Station or Trajectory segment in a hex with that other TF’s Station or Trajectory segment.
- KW Kanal (Kaiser-Wilhelm Canal): For Trajectory actions, the two hexes connected by the arrow are adjacent to each other for the German player only.
- Not adjacent: A Trajectory is not allowed across “not adjacent” hexes. Air support is allowed.
- Gibraltar: Printed on the map board avoiding extra rules about German Task Forces passing through the strait.
Ports & Airbases
Port Boxes & Stations
- Connection: A port printed on the Operations Map in or on the border of a hex is connected to a Port Box. The Port Box holds Task Force Stations and Reinforcement Group markers, and is safe.
- Movement between Hex and Box: A TF Station in a friendly port hex may transfer to the Port Box automatically when the owning player has Initiative, at no cost or penalty. Likewise, it may transfer from the Port Box back to the port hex. In a Pass action, Time Lapse ends the action, meaning a Trajectory cannot be reduced to a Station and transferred to a Port Box in the same action.
- Port Box Safety: While in a Port Box, a TF Station may not be targeted by Air Strike, Engage, or Stealth Attack actions. Conversely, it cannot be designated for Coordination or Air Support, nor as the Active TF for Air Strike, Engage, or Naval Search.
- Neutral Ports: Controlled by neither side unless specified; ignore neutral ports (not an Intel trigger).
- French and Norwegian Ports: Tables inside these Port Boxes are Port Check tables used only in Campaign play.
Airbases
Prior to the year of the printed date, ignore the airbase. When in play, an airbase serves as an Intel trigger for enemy Task Forces and may serve as the source of an Air Strike and Air Support.

Units & Ship Rules
Ship Anatomy & Characteristics

- Class: Abbreviation of ship type (BB, BC, CA, CL, DD, CV, PB, AC, AO, Convoy).
- Ship Name: Printed on counter.
- Hits to Damage: The number of hits required to damage the ship. Once damaged, flip to damaged side.
- Hits to Sink: The number of additional hits required to sink the damaged ship.
- Gunnery Value (GV): Displayed as
X / Ywhere X is for short & point blank range, and Y is for long & extreme range. A value of “0” allows gunnery; “na” means no gunnery allowed. - Speed: vs (very slow), s (slow), m (medium), f (fast).
- Torpedo Capable: Marked by a torpedo silhouette. Damaged ships are never torpedo capable, nor may they create smoke.
- Air Strike / Air Support: Aircraft carriers (CV) may be the source of Air Strike actions and Air Support. Damaged CVs lose these capabilities. Carriers have no gunnery rating and may not fire in Battle.
- Convoys: Convoys represent multiple merchant ships. They cannot be Damaged; in some scenarios each Hit earns enemy VP. German convoys have a tanker (AO class) on their reverse side. Convoys attack at Short and Point Blank range only.
- Armed Merchant Raiders (AC) & Tankers (AO): Sunk if they take one Hit; they cannot be Damaged.
Ship Class Abbreviations
- BB: Battleship
- BC: Battlecruiser
- CA: Heavy Cruiser
- CL: Light Cruiser
- DD: Destroyer Squadron
- CV: Aircraft Carrier
- PB: Pocket Battleship / Heavy Cruiser
- AC: Armed Merchant Raider
- AO: Tanker
- Convoy: Merchant ships (& maybe destroyers)
Special Rules: Convoy, DD Squadron, Shore Battery

Convoy Special Rules
- Precious Cargo: A Convoy cannot be Damaged in Battle and usually cannot be sunk. Each Hit it suffers converts to Victory Points (VP) for the attacker.
- No Smoke: A Convoy may not produce Smoke, though it benefits if obscured by Smoke.
- Disperse: When allowed by scenario rules, the owning player may disperse a Convoy when having Initiative (or during Maneuver in Battle) by flipping it to its dispersed side. A Convoy never becomes un-dispersed.
- Dispersed Effects: Dispersed convoys grant a positive modifier to Stealth attacks. During each Battle Round, a dispersed convoy may suffer only one Hit per attack from Gunnery or Torpedo (also applies to Air Strikes and Stealth Attacks).
- Limited Actions: A TF containing a Convoy cannot perform Air Strike, Engage, or Naval Search actions. It may serve as a Coordinating TF, and an undamaged CV in it may provide Air Support.
DD Squadron Special Rules
A DD Squadron cannot be Damaged, but suffers Hits up to the limit specified in scenario instructions. Unlike Convoys, it may produce Smoke, and under Advanced Battle Rules, it may Pursue.
Shore Battery Special Rules
Comes into play only on the Battle Board in scenario MS5. During Gunnery, it attacks like a ship, but cannot be attacked or Damaged. During Maneuver it cannot move, and during Break Away it cannot exit until scenario end. It is immune to Torpedo attacks.
Core Concepts: Stations & Trajectories
The Trajectory & The Action Sequence
A ship or group of ships operating together, called a Task Force in this game, can be represented as a line, called a Trajectory. It can also be represented more conventionally as a point, called a Station. As a Trajectory, a Task Force is not in one place on the Operations Map, it is somewhere along a line, and that line represents information you and your opponent have about the Task Force’s location.
Instead of moving units from one space to the next, you draw a line across the map; a line made of Trajectory segments. There are no “movement points” in this game, only information about where forces are, and usually that information is old. Then, at some point in the game, you or perhaps your opponent will attempt to locate that Task Force somewhere along the line. That is, you will want to reduce that line to a point (reduce the Trajectory to a Station). You may want this to happen in a safe port but your opponent is keen to make this happen where your Task Force can be attacked.
Play tip: Segments (and Stations) go inside hexagons (“hexes”), not along hexsides. Arrange segments so that Trajectories look ‘line-like’.
Scenario instructions tell you who has the Initiative. That player (or “side”) is the “Active player” and gets to perform “actions.” Actions are moves made in pursuit of victory. Eventually Initiative will change hands and the other player will perform Actions. This back and forth continues until the scenario or operation ends.

Concepts & Glossary
- Action Sequence: The string of Actions, or “moves,” players make in pursuit of victory conditions. It continues until the game ends, occasionally interrupted by Battle.
- Contact: A marker
attached to a TF Station or Trajectory segment denoting enemy sighting. Makes the TF easier to find and bring to battle. Fleeting. - Designate: Selecting an “Active TF”, Target TF, Coordinating TF, or Air Support TF for an Action.
- Evasive Maneuvers: A marker
kept on the TF Display card, representing awareness of enemy pursuit. Spent to foil enemy actions or assist break away. - Initiative: Allows a player to activate forces and perform Actions. One player holds it at any time; changes frequently.
- Intel: A marker
attached to a Trajectory segment denoting enemy knowledge of route/whereabouts. - Interruption: A check made by the Inactive player when an Active TF with an Intel marker attempts an action against them. Can cancel or penalize the action.
- Station: Information that a TF occupies a specific point in space and time (represented by a wooden cylinder
). Targetable by Engage actions. - Time Lapse: The mechanism that removes segments from a Trajectory, reflecting aging intelligence.
- Trajectory: Information that a Task Force is traversing a route (a line of wooden sticks
). Immune to Engage actions. - Trajectory Total: An aggregate calculation of Trajectory segments determining table columns for action resolution.
Historical Note: Stations and Trajectories represent pins and strings on a naval command chart, reflecting fuzzy or dated intelligence rather than real-time GPS locations.
Station & Trajectory Mechanics
- Station or Trajectory, not both: A Task Force is represented as either a Station or a Trajectory.
- More than one in a hex: Any number of Stations and Trajectory segments (British and German) may occupy the same hex.
- Station to Trajectory: A Station becomes a Trajectory by performing a Trajectory action.
- Trajectory to Station: A Trajectory becomes a Station when it has no segments remaining (due to Naval Search or Time Lapse). When all segments are removed during Time Lapse, its Station may be placed in any hex that just had a segment removed.

Trajectory Rules
- Segment Limits: Maximum 15 segments; minimum 1 segment. If fewer than 1 segment, it is a Station.
- Placement Restrictions: Maximum one segment per Task Force per hex. Trajectory segments are strictly prohibited in Port Boxes.
- Linear Shape: Must form a single unbroken line with exactly two ends. No forks, branching, or holes permitted.

Adding and Removing Segments
- Adding: During a Trajectory action, new segments may be added to either end, or both ends of the Trajectory.
- Removing: When segments are removed (e.g., during Time Lapse), they must be removed from either end, or both ends of the Trajectory.

Time Lapse
Time Lapse shrinks Trajectories by removing segments, representing aging information. Segments with Intel markers cannot be removed unless invoking the Intel Limit.
Speed Determines Removal
- Very Slow: Remove 2 segments (Intel Limit: 1)
- Slow: Remove 2 segments (Intel Limit: 1)
- Medium: Remove 3 segments (Intel Limit: 2)
- Fast: Remove 4 segments (Intel Limit: 2)
If not enough segments remain, remove all of them (except those with Intel markers unless invoking Intel Limit). When all segments are removed, replace one with a Station.
Bad Weather
In Bad Weather, roll 1d6 instead of using the table to determine the number of segments removed. Intel Limit still applies. In Good Weather, if some segments are on the Arctic Line, you may roll 1d6 or use the standard table.
Intel Limit
Invoking Intel Limit allows removing a Trajectory segment with an attached Intel marker (removing the marker too). Only ONE Intel marker may be removed per Time Lapse, and total segments removed cannot exceed the Intel Limit column.


Task Forces & Information Markers
Task Force Organization
Every ship must be in a Task Force.
- What is a Task Force? A Task Force (TF) is a group of ships operating together in the same place. Any number of ships may be in a Task Force, and a single ship operating alone is considered a Task Force.
- Organizing: Place ship counters on the Task Force Display card, kept to the side of the board in view of both players.
- Speed: Determined by its slowest ship.
- Representation: On the Operations Map, each TF is represented by either a Station (cylinder) or a Trajectory (connected sticks).
- Reinforcements: Ships in Reinforcement Groups enter play via a Reorganize action.
- Stealth Action markers: Submarines, U-Boats, and Mines are not part of Task Forces; they are placed directly in hexes on the map.
- Merging and Splitting: A Task Force represented as a Station may merge or split via a Reorganize action. Trajectories cannot merge or split.

Intel Markers
- Placement: Immediately attached when a Trajectory segment enters a hex with an enemy port, airbase, Station, or Stealth force. Also placed when an enemy Stealth force executes Recon into a hex with a Trajectory segment. Placing a segment with an enemy Trajectory segment does NOT trigger Intel.
- Limits: Maximum one Intel marker per segment. Never attached to a Station.
- Effects:
- Allows the opponent to target the segment with a Signals action.
- May restrict segment removal during Time Lapse (Intel Limit).
- Prevents the TF from performing a Completion action.
- Triggers an Interruption check when the TF is designated in an Air Strike, Engage, Naval Search, or Stealth Attack action.
- Removal: Automatically detached and removed when its host segment is removed or when the Trajectory converts to a Station.

Interruption
When an Active player declares an Air Strike, Engage, Naval Search, or Stealth Attack designating any friendly TF with an Intel marker, the Inactive player checks for Interruption before the action resolves.
Procedure
- Count the total number of Intel markers on all Active designated TFs (Active, Coordinating, Air Support) to find the column (1, 2, 3, or 4+).
- Roll 2d6 (no modifiers) to find the row.
- Cross-reference and apply the result immediately:
- Alert (-0, -1, -2): Proceed with action; modify active player’s roll.
- S (Slip): Action canceled; Inactive player chooses to perform a Signals action or gain an Evasive Maneuvers marker. Vie for Initiative.
- VforI: Action canceled; players Vie for Initiative.
- IC (Initiative Change): Action canceled; Inactive player immediately gains Initiative (checks Weather).
Solitaire rule: On an ‘S’ result, roll 1d6: 1-4 = Signals action, 5-6 = Evasive Maneuvers.

Contact Markers
- Placement: Generated by Air Strike, Engage, or Naval Search results, and placed on both TFs after Battle resolution. Attached to the Station or segment in the hex.
- Limit: Maximum one Contact marker per Station or segment.
- Persistence & Transfer: Stays with the TF in that hex. If a segment becomes a Station, Contact transfers to the Station, and vice versa. Removed only when the TF leaves the hex.
- Common Modifier: Adds to Active player’s roll in Air Strike, Engage, Naval Search, and Stealth Attack against that target (+4 if target is very slow, +3 if slow, +2 if medium/fast).
- Stealth Attacks: Makes a Trajectory segment eligible for a Stealth Attack. A “Lose Contact” result removes Contact and Intel markers from the target hex.

Evasive Maneuvers
Markers kept on the Task Force Display card (max 1 per TF).
Earning Evasive Maneuvers
- Naval Search result is EARLY OR LATE and no hole is created.
- Naval Search result is SHADOW and target Trajectory has 3 or fewer segments.
- Inactive player declines an opportunity to Seize Initiative.
Spending Evasive Maneuvers
- Seize / Vie for Initiative: +1 modifier in Good Weather, +2 in Bad Weather.
- Early or Late / Shadow results: Inactive player spends marker to choose which segments are removed instead of the Active player.
- Opponent’s Action Modifier: Imposes -1 (Good Weather) or -2 (Bad Weather) on opponent’s Air Strike, Engage, Naval Search, or Stealth Attack.
- Break Away in Battle: Automatically allows one ship in the Far zone to exit upon a failed attempt.

Initiative & Action Resolution Fundamentals
Actions Overview
The player with Initiative performs actions sequentially until Initiative changes hands. There is no limit to the number of actions a player may take consecutively.
The Nine Actions
- Air Strike: Attack an enemy Task Force from the air (Good Weather only).
- Completion: Bring ships into port and remove the TF from play.
- Engage: Engage enemy ships at a Station in surface battle.
- Naval Search: Search for an enemy Trajectory segment to shorten it.
- Pass: Pass Initiative to opponent and perform Time Lapse.
- Reorganize: Split/merge Task Forces or bring in reinforcements.
- Signals: Pinpoint an enemy Trajectory with Intel into a Station.
- Stealth: Move a Submarine/U-boat (Recon) or attack (Stealth Attack).
- Trajectory: Create or extend a Trajectory on the map.
Weather Check
Whenever Initiative changes hands, the new Active player MUST roll 1d6 for Weather:
- If Good Weather: Roll of ‘6’ changes Weather to Bad; 1-5 stays Good.
- If Bad Weather: Roll of ‘5’ or ‘6’ changes Weather to Good; 1-4 stays Bad.
- Any hex containing the Arctic Line is permanently Bad Weather.

Initiative Mechanics
Vie for Initiative
Both players roll 1d6. Inactive player adds modifiers (Initiative Failure Tally, Evasive Maneuvers). Higher roll wins Initiative; ties go to the Active player. If Active player retains Initiative, increase Failure Tally by 1.
Seize Initiative
Inactive player rolls 2d6, adding modifiers. Modified roll ≥ 9 succeeds in taking Initiative (reset Tally to 0). Failure increases Tally by 1. The Inactive player may decline the attempt to gain an Evasive Maneuvers marker instead.
Initiative Modifiers
- Initiative Failure Tally: Equals current marker value on the track; resets to 0 when Initiative changes.
- Evasive Maneuvers: Spend to add +1 (Good Weather) or +2 (Bad Weather, or if in Arctic hex).

Calculating Trajectory Total
Several Actions (Air Strike, Engage, Naval Search, Stealth Attack) determine their resolution column via the Trajectory Total, calculated in three steps:
- Longest Trajectory: If the Active player designated no Coordinating TF or Air Support TF, use the Active TF’s length. Otherwise, compare their lengths to the Active TF; select the longest designated Trajectory among them.
- Base Number: Add the Active player’s longest designated Trajectory to the target TF’s Trajectory length. (A Station counts as 0 segments).
- Deductions: If the Inactive (target) player designated a Coordinating TF or an Air Support TF, subtract their lengths from the base number. If zero or negative, the Trajectory Total is 0.


Common Modifiers
Air Support
- Source & Range: Must designate a friendly airbase or undamaged CV. Target must be within 2 hexes. Good Weather only; neither target nor launch point may be on the Arctic Line.
- Modifier: In hex = Active +3 / Inactive -2; Adjacent hex = Active +2 / Inactive -1; 2 hexes away = Active +1 / Inactive 0.
- Time Lapse: Supporting CV on a Trajectory must perform Time Lapse (Launch segment removed last).

Contact & Evasive Maneuvers Modifiers
- Contact Marker: Invoked by Active player targeting a unit with Contact. Modifier based on target TF speed: Very Slow = +4, Slow = +3, Medium/Fast = +2.
- Evasive Maneuvers: Inactive player spends marker from target TF. Imposes -1 in Good Weather, -2 in Bad Weather. (When used for Seize/Vie Initiative: +1 Good Weather, +2 Bad Weather).

Coordination Modifier
- Conditions: Friendly CTF or stealth force must be in the target hex. Max 1 CTF per player.
- Modifier: Active player gets +2 in Good Weather, +1 in Bad Weather. Inactive player gets -1 in all weather.
- Trajectory Total Effect: Active player uses CTF length if longer than Active TF. Inactive player deducts CTF length from base number.
- Time Lapse & Interruption: CTF Trajectory performs Time Lapse after action. If Active CTF has Intel, it triggers Interruption. Coordinating ships do not fight in Battle.


Common Results Glossary
- Alert (-0, -1, -2): Resume interrupted Action; modify Active player’s dice roll by indicated number.
- Battle: Surface battle triggered on Battle Board. Ships set up in Far zones (3 rounds Good Weather, 2 rounds Bad Weather). Coordinating ships do not fight. Afterwards, both TFs become Stations with Contact; players Vie for Initiative.
- Closing In: If Active TF is faster than target TF, treat as BATTLE. If same speed or slower, treat as CONTACT.
- Contact: Attach Contact marker to target TF in target hex.
- Damage: Target ship is damaged (flipped to damaged side). If already damaged, it is sunk. Convoys and DD Squadrons take 2 Hits instead.
- Early or Late: Remove target segment. If this leaves 0 segments, replace with Station + Evasive Maneuvers. If it creates a hole, Active player removes segments to one side (Inactive player chooses if spending Evasive Maneuvers). If no hole created, target earns Evasive Maneuvers marker.
- Hit: Target ship suffers a Hit. If hits equal Damage rating, flip to Damaged side; excess hits apply to damaged side. If hits equal Sunk rating, ship is sunk.
- Hit (Very Slow / Slow): Suffer a Hit only if target TF speed matches category.
- Initiative Change (IC): Current action canceled; Inactive player immediately takes Initiative (checks Weather).
- Lose Contact: Remove Contact and Intel markers from target TF in target hex.
- Miss: No effect, unless an Active designated force has Intel, in which case Initiative changes hands (IC).
- Splash: Gunnery/Torpedo attack misses.
- Seize Initiative (SI): Inactive player may attempt to Seize Initiative (or decline for Evasive Maneuvers).
- Shadow: Remove all but 3 segments of target Trajectory (segment in target hex cannot be removed). Active chooses which unless Inactive spends Evasive Maneuvers. If already ≤ 3 segments, target gains Evasive Maneuvers. Inactive attempts to Seize Initiative.
- Sighted: Target Trajectory converts immediately to Station in target hex; remove all its Intel markers. Existing Contact in hex remains.
- Skirmish: If Active TF is faster, may initiate a 1-Round Limited Battle. Otherwise, treat as Contact.
- Slip (S): Interruption result: Inactive chooses Signals action or Evasive Maneuvers; cancel current action; Vie for Initiative.
- Surprise: Treat as Battle. If Active TF is faster, Active sets up target ships in Near and/or Far zones, attacks first in Round 1 (damage applied before enemy fires), and enemy cannot set up with Smoke.
- Vie for Initiative (VforI): Both roll 1d6 (+ modifiers); higher roll takes Initiative.


Actions in Detail
Trajectory Action
- Create New: Replace a TF Station on the map with a Trajectory segment (if in Port Box, move to port hex first). Contact marker transfers to segment.
- Extend: Add segments to either or both ends of an existing Trajectory. Maximum 15 segments total; one per hex; must connect adjacent hexes; no forks or holes.
- Intel Trigger: Entering a hex with an enemy Station, port, airbase, or Stealth force immediately attaches an Intel marker to the segment.
- Initiative: Active player maintains Initiative after a Trajectory action!

Pass Action
- Standard Pass: Active player designates one friendly Trajectory to perform Time Lapse. Initiative immediately passes to the opponent; reset Initiative Tally to 0; opponent checks Weather. (If reduced to a Station in port, it cannot immediately enter the Port Box).
- All Pass: If Raeder or Pound is available, the player may flip/remove the leader to perform Time Lapse on ALL friendly Trajectories, one at a time.

Reorganize Action
Allows splitting, merging, and reinforcing Task Forces. Multiple splits, merges, and reinforcement attempts may be performed in a single Reorganize action.
- Splitting: A TF Station may split ships into a newly created TF box on the Display. Contact / Evasive Maneuvers markers are allocated to either the original or new TF. Prohibited if all TFs are already in play.
- Merging: Two friendly TF Stations in the same hex may combine into one. Excess markers are discarded (max 1 Contact, max 1 Evasive Maneuvers).
- Reinforcements: Designate a Reinforcement Group; roll 2d6. If roll ≥ 7, ships enter play as a new Station in port or join an existing Station in that port. If failed (≤ 6), one friendly TF performs Time Lapse and Initiative transfers immediately.

Signals Action
- Purpose: Pinpoint an enemy Trajectory into a Station.
- Requirements: Target enemy Trajectory must have at least one Intel marker.
- Procedure: Active player picks one Intel marker on the target Trajectory. Replace that segment with the enemy TF Station, and remove all other segments and Intel markers of that Trajectory. If the segment had Contact, it transfers to the Station; Contact elsewhere is removed.
- Active Time Lapse: If the Active player has a Trajectory in that hex, one such Trajectory may perform Time Lapse.
- End: Inactive player is offered a Seize Initiative opportunity.

Stealth Action
Activate a Submarine, Mine, or U-Boat to perform either Recon or an Attack (not both). Players Vie for Initiative afterwards.
Recon (Submarine or U-Boat)
- Move stealth force to any hex on the map (except enemy airbase or port hexes, unless Prien is attached).
- If placed in a hex with an enemy TF segment or Station, attach an Intel marker to each enemy Trajectory present.
Stealth Attack (Mines, Submarine, or U-Boat)
- Restriction: Target must be a Station, or a Trajectory segment with Contact or Intel attached, in the stealth force’s hex.
- Procedure: The stealth force attacks and is removed from play. CTF and Air Support may be designated. Calculate Trajectory Total, roll 2d6 + modifiers (including U-Boat Zone and Dispersed Convoy bonuses), consult Stealth Attack Table. Designated friendly TFs perform Time Lapse. Players Vie for Initiative.

Air Strike Action
- Requirements: Good Weather only. Active TF must have an undamaged CV or be an airbase (no convoys).
- Launch Point: Hex of the Station, airbase, or a designated segment of the Trajectory (marked with Launch marker). Cannot be on Arctic Line.
- Range: Target TF must be within 2 hexes of Launch Point. Target cannot be on Arctic Line (though path may cross it).
- Designations: Active player designates Coordinating force and Air Support (Launch source is automatically Air Support). Inactive player may designate Coordinating and Air Support forces.
- Interruption: Check if any Active designated force has Intel.
- Procedure: Calculate Trajectory Total, roll 2d6, apply Common Modifiers, consult Air Strike Table. All designated TFs except target perform Time Lapse. Segments marked with Launch marker must be removed last. Players Vie for Initiative.

Completion Action
- Purpose: Remove a Task Force safely into port.
- Requirements: Active TF only (Station or Trajectory of ≤ 6 segments). At least one segment/Station must be in a friendly port hex. Forbidden if TF has any Intel markers attached!
- Procedure: Inactive player attempts to Seize Initiative (or declines for Evasive Maneuvers).
- If Seize fails: Completion succeeds. Ships are removed to safety; segments removed. Convoys reaching destination score VP.
- If Seize succeeds: Completion fails. Active TF performs Time Lapse; Inactive player checks Weather and takes Initiative.

Naval Search Action
- Purpose: Search for an enemy Trajectory to shorten it and potentially make Contact or force Battle.
- Restrictions: Target MUST be an enemy Trajectory with a segment in the Active TF’s hex. Active TF cannot contain a Convoy.
- Procedure: Active and Inactive designate CTF and Air Support. Inactive checks Interruption if applicable. Calculate Trajectory Total, roll 2d6 + Common Modifiers, consult Naval Search Table. All designated TFs (except target) perform Time Lapse. Inactive player attempts to Seize Initiative.
- Skirmish: If result is Skirmish, a Limited Battle may occur; players Vie for Initiative afterwards instead of Seizing Initiative.

Engage Action
- Purpose: Initiate surface Battle against an enemy TF Station in the same hex.
- Restrictions: Active TF cannot contain a Convoy. Target TF MUST be a Station.
- Coordinating & Air Support: Both sides may designate Coordinating forces and Air Support forces.
- Interruption: Inactive player checks Interruption if Active designated forces have Intel.
- Procedure: Calculate Trajectory Total, roll 2d6 + Common Modifiers, consult Engage Table. Designated TFs (except target) perform Time Lapse. Players Vie for Initiative.
- Battle: If Battle is triggered, Active and Target TFs fight on the Battle Board. Coordinating TFs do not fight (they perform Time Lapse). After Battle, Active TF becomes a Station, both gain Contact, and players Vie for Initiative.

Surface Battle
Battle Setup & Duration
- Ships of Active and Target TFs are placed on the Battle Board. Coordinating TFs do not participate.
- Duration: 3 rounds in Good Weather, 2 rounds in Bad Weather (1 round for Limited Battle).
- Ships start in their respective Far zones (unless modified by Surprise). Ships may set up with Smoke (unless prohibited by Surprise).

Battle Round Sequence of Play & Ranges
- Gunnery Step: Ships attack simultaneously (unless Round 1 of Surprise).
- Torpedo Step: Torpedo-capable ships in Close zone attack targets in Close or Near zones.
- Maneuver Step: Ships may move to an adjacent zone, slowest ships moving first. Undamaged ships may produce Smoke.
- Break Away Step: Ships may attempt to exit the battle.
Ranges
- Point Blank & Short: Use left Gunnery Value (GV).
- Long & Extreme: Use right GV.
- At Extreme range: roll 3d6, pick 2 lowest.
- At Point Blank range: roll 3d6, pick 2 highest.
- At Short and Long range: roll 2d6.

Gunnery Resolution
Roll dice based on range, add attacker’s GV, and apply modifiers:
- Target is Very Slow: +2
- Target is Slow: +1
- Smoke in target zone: -1
- Attacker obscured by Smoke: -1 (-2 if both attacker and target in Smoke)
Consult Gunnery Table: 8 or less = Splash (no effect); 9-12 = 1 Hit; 13+ = 2 Hits.

Torpedo Attack
- Usable only once per game per torpedo-capable ship (mark with No Torpedo counter). Damaged ships or ships producing/obscured by Smoke cannot fire torpedoes.
- Must be in Close zone; target must be in Close or Near zone.
- Roll 2d6 + target speed modifiers. If modified sum ≥ 11, target suffers 2 Hits!

Maneuver Step & Smoke
- Movement: Ships move one adjacent zone, starting from slowest to fastest. Inactive player moves first if speeds are tied. Moving is optional.
- Smoke: Undamaged ships may produce Smoke. Place marker on or next to ship; can obscure up to two other ships in that zone. Inflicts -1 to gunnery targeting or originating from obscured ships. Smoke does not affect Torpedoes.

Break Away Step
- Either player may announce Break Away. If both agree, Battle ends immediately.
- If only one announces, roll 2d6: modified roll ≥ 9 succeeds and all friendly ships exit.
- Modifiers: +2 if all your ships are in the Far zone; -1 if you have the slowest ship; -1 if opponent has ships in Near or Close zones.
- Partial Break Away: If failed, spend an Evasive Maneuvers marker to let one ship in the Far zone escape.

Battle Exit & Aftermath
- Exit: Battle ends after the Last Round or when one side has no ships remaining. Surviving ships return to their Task Force Displays.
- Mutual Contact: Both TFs revert to Stations in the battle hex and receive Contact markers (even if only one TF survived).
- Initiative: Players roll 1d6 to Vie for Initiative.
Advanced Battle Rules & Optional Rules
Components for Advanced Battle Rules
The Advanced Battle Rules add tactical detail to surface combat on the Battle Board. They use their own player aid and special counters:
- Snafu Check result markers: Confusion, No Radar.
- Attitude markers: Acquire, Closing, Running.
- Special Effect markers: Rudder Out, Flooding (stopped / no gunnery), Fire (very slow), Bridge (no gunnery), Damage Control (no gunnery), Turret -2 g.v., Batteries -2 g.v., Communications Running.

Optional Rules
- Damaged Ship Restriction: A TF containing a Damaged ship cannot perform Air Strike, Engage, or Naval Search actions. It may serve as a Coordinating TF and provide Air Support.
- CV Limit: A TF with a CV may only provide Air Support or perform Air Strike if it is a Station, or a Trajectory of 6 or fewer segments.
- Battle Removes Evasive Maneuvers: At the conclusion of Battle, remove Evasive Maneuvers markers from both participating Task Forces.