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The Boardgamer Volume 6, Issue 2 April 2001 13

The Compleat Fleet


Wrapping Up The Rules For Victory Games’ “Fleet” System
by Charles Duke
The end of the Cold War spelt doom for (the same is true, to a lesser extent, for that’s beyond the point I want to make).
a plethora of World War III “what if” his equally great Great Campaigns of In 6thFleet it has a bombing value of 35
games that came out in the 70’s and the Civil War series). From the and an anti-air of 4. In 2nd the values go
80’s. In fact, the genre seems to be designer’s point of view, this may be up to 40 and 5, making it a half-decent
dead, although mild attempts have been cool, to have a game in evolution; for unit. In 7th it’s down to an AA value of 4
made (especially in the computer game the players, however, it can be a real again, but keeps a bombing value of 40.
world) to create fictional games based in nightmare to keep track of all these Finally, in 5th it was degraded severely
conflicts of the post-Cold-War era. changes, especially if like me they want to bombing 15, anti-air 3. These values
to move freely from one game to the were kept in 3rd Fleet, as consistency
However, many of these “old” games other. (Moe: “OK, I’ll take my little task seemed to be settling in, but after 4
are still the best choice for boardgamers force and attack your base...” Larry: attempts! Not to speak of the constant
who want to simulate modern warfare. “Can’t. This is 5th Fleet, you are shuffling and reshuffling of die roll
While admittedly some strategic games confused because we played 2nd Fleet modifiers. After all, what’s in a die roll,
such as NATO don’t cut it anymore, we yesterday.” Curly: Both of you are or a die roll modifier? Abstract
have in the tactical or tactical-strategic wrong. You can do that in 6th and 5th, considerations. No need for so much
simulations tools that allows us to do but not in 7th. Or is that 4th? 3rd? 11th? variations. (Clarification: Don’t be
just this. The fact that most countries Woo-woo-woo-woo-woo!!!”) . misled. In spite of all this, I love the
that have potential as “bad guys” today Fleets and admire Joe Balkoski for his
are armed with Soviet-bloc equipment Also, you want to play with the latest work. But as you read “The Evolution of
makes the possibilities better still. For (and supposedly best) tools available, Rules” below, you’ll see what I mean).
land combat, we have Firepower, Main even if playing the oldest game.
Battle Tank, and TacAir. For the air, Unfortunately, although Balkoski did In this article, I will try to bring it all
Flight Leader; and last but not least, for have plans for some sort of an “upgrade together. First, I will summarize the
modern naval warfare the Fleet series is kit”, with counters, maps and rules that major system changes from one game
unsurpassed. would have brought the older games to the next. Even if you like to play each
into pace with the new releases, it never game with its own rules, I’m sure you
If you think war in this time is out of the came to fruition. And now that Avalon will find this very useful. Unfortunately,
question, you only have to remember Hill (as we knew it) is dead and the Cold the list is not exhaustive as rule changes
Saddam Hussein. Also, the present War is ended, it is highly unlikely that are myriad, but it helps.
government of Russia seems to be any effort in that direction will be seen.
sliding into a hard line position. I A half-hearted attempt was made to Second, I will propose “The Compleat
recommend reading Tom Clancy’s “Jack bring the first game, 6th Fleet, up to the Fleet”, recommendations to play earlier
Ryan” novels (Executive Orders, The level of the second release, 2nd Fleet. games with as much newer rules as
Sum of All Fears, Debt of Honor, etc.) Interestingly, the rule changes proposed possible. This tries to create a common
where some very believable possibilities in the errata sheet had little to do with ground for all the system.
for war in the post-Soviet era are 2nd Fleet’s own rules! After that, no
presented. Also recommended is further upgrades were tried. At first, the Third, I will present some variant rules of
Clancy’s Red Storm Rising, which designer suggested playing each game my own crop for the readers’
although placed in the Soviet era, is with its own set of rules, but in the last consideration, which I think improve the
practically a blueprint for the conflict in gam e’s D esi gn er ’s Not es he realism and/or playability of the system.
2nd Fleet. recommends playing the older games
with as much of 3rd Fleet’s rules as THE EVOLUTION OF RULES
Quick! Memorize this number: 62753. possible. Easier said than done,
Repeat it several times: 62753... though. And he also suggests using the MAPBOARD
62753... 62753... That’s the order in combat values for units given in the later
which Victory Games’ Fleet games games. Hah! Try remembering all that. 6th No special terrain.
came out; 6th, 2nd, 7th, 5th and 3rd. And
the order is important if you want to I agree that game systems can evolve, 2nd Special “terrain”: Fiords; Drift Ice;
understand the “escalation” of rules from but if I’m allowed a bit of criticism, I feel SOSUS hexes; Submarine mountains.
one game to the next. that Balkoski lacked consistency when
making his adaptations. For instance, in 7th Special “terrain”: Drift Ice; Coastal
Joe Balkoski, gam e-designer 6th Fleet we had minesweepers. They Defense hexes. General concepts
extraordinnaire, chose not to be were dropped in 2nd and 7th in favor of introduced: Coastal hexes are divided
constrained in his creativity by making a abstract die rolls to remove mines. But into restricted and non-restricted;
set of basic rules for his Fleet series and Lo and Behold!, they reappear in 5th Shallow water.
then only adding the special rules Fleet. Except that they no longer sweep
needed for each game. Instead, every mines. Then take the (in)famous Yak 5th Special “terrain”: Coastal Defense
new game came with new ideas, new 36 (a Soviet VSTOL aircraft considered, hexes; Shoal hexes; blocked hexsides.
rules, and new combat values for units in the real world, a poor design, but
14 The Boardgamer Volume 6, Issue 2 April 2001

The Compleat Fleet (Cont.)


rd
3 Special “terrain”: Shoals; blocked Nicobar. All others can base only in Segment. TF’s/TG’s are not disbanded/
hexsides; Fiords; Drift Ice. their own territories. reduced if the number of surface units
falls below the requirement until the
NATIONALITIES 3rd All friendly units may activate following friendly Surface Action
together. US and Soviet may base Segment. Defense drm’s are: +2 for
6th The neutrality or belligerence of aircraft in any friendly airfield; all others units in a TF, -1 for units not in a TF/TG,
each important Mediterranean nation is are limited to airfields in their territories. and –3 for a solitary surface unit
determined randomly at start, and at defending in the hex. Units in a TF/TG
some points during the game. Most SOLITAIRE STRATEGIC MISSIONS can’t benefit from the Close AA defense
countries are usually identified with only ASSIGNMENT value of units outside the group and
one side, or remain neutral, but a couple viceversa.
can be on either side. Only US, Soviet, 6th No provisions for solitaire play.
British, French and Italian surface units 7th Task Forces (4+ surface units) or
can move beyond ten hexes of their 2nd Roll a die: Even, Allied side places Task Groups (2-3 surface units) which
nearest port. No limit on subs. Units of one unit; odd, Soviet side places one may be formed or modified at the
different nationalities can’t form task unit. Continue rolling until a 9 comes beginning or end of any friendly Surface
forces, activate together or resupply at up, ending placement for both sides. Action Segment. TF’s/TG’s are
other nation’s bases (EXC: US and UK EXC: A 9 does not stop placement in immediatly disbanded/reduced if the
units are considered the sam e the first 4 die rolls. number of surface units falls below the
nationality for these purposes). Air units requirement. Defense drm’s are: +2 for
can’t use airbases of other nationality 7th Roll a die: Even, Allied side places units in a TF, -2 for units not in a TF/TG.
(this does affect US/UK units), except one unit; odd, Soviet side places one Units in a TF/TG can’t benefit from the
that under certain allegiance die rolls, unit. A 0 causes the Allied side to pass Close AA defense value of units outside
Allied nations may permit US or Soviet and it can place no more units. A 9 the group and viceversa. The concept
air units in their bases. causes the same effect on the Soviet. of circular defense is introduced: The
EXC: Rolls of 9 and 0 do not prevent unit on top of a stack is considered to be
2nd Norwegian surface and submarine placement in the first 4 die rolls. under the unit at the bottom for
units may not move beyond six hexes of defensive purposes.
Norwegian soil. Norwegian ports may 5th Roll a die: Even, Allied side places
give only fuel to non-Norwegian NATO one unit; odd, Soviet side places one 5th Same as 7th, except that the defense
surface units. Only two non-Norwegian unit. A 0 or 9 ends placement for both drm for units not in a TF/TG is –4.
air units may perform SSM/Bombing/ sides. EXC: Rolls of 9 and 0 do not
ASW from Norwegian soil each turn. All prevent placement in the first 4 die rolls. 3rd Same as 5th.
other NATO countries may base at each
other’s bases and be resupplied without 3rd Roll a die: Even, the Allied side may CARRIER-BASED AIR UNITS
restriction, and all NATO units may place everything it wishes; odd, the
activate together and formTask forces. Soviet/Latin side may place everything it 6th If the carrier is sunk and the game is
The Soviet has no allies to worry about wishes. The roll another die, halve it of long length, air units on CAP or
in this module. rounding fractions down,and that is the Strategic Missions survive and are
number of air units that the side that lost received as reinforcements 12 turns
7th Except for Chinese units, all units of the first die roll can place. If the second later. Otherwise they die.
both sides may activate together and die was even, units can be placed
form Task forces. Soviet bloc units may anywhere they are allowed, but if odd, 2nd All air units die with their carrier.
land on and activate from each other’s they may only be placed in the zone
airbases, and resupply freely in their they are based in. 7th Same as 2nd.
ports. US and Australian air units can
use any Allied airbase except those in TASK FORCES 5th Same as 2nd.
China or Taiwan. All others can only
use airbases of their own nationality. 6th Task Forces can be formed only 3rd Same as 2nd.
Chinese, Taiwanese, Japanese and during the AM Strategic Cycle, with a
South Korean units can replenish only in minimum of 4 surface combat units. TF’s AIR UNIT STACKING AND
bases of their own nationality. US, are immediately disbanded if reduced ACTIVATION
Canadian and Australian can replenish below 4 combat units. Defense drm’s
fully only in Yokosuka, Pusan, Sasebo, are: +2 for units in a TF; -2 if only 1 or 2 6th Unlimited stacking on airbases. Up
Naha, Guam and Subic. They may surface units are defending in the hex. to 4 units from the same airbase may
refuel in any non-Chinese Allied port. Units in a TF can still be “above/under” activate together.
other units in the hex for defensive
5th All friendly units may activate purposes. 2nd A maximum of 4 INT/ATK units, plus
together. Units can replenish freely at any number of other types, may stack
allied ports. US, French, Australian and 2nd Task Forces (4+ surface units) or on an airfield. Up to 4 units from the
Soviet air units may base at any friendly Task Groups (2-3 surface units) which same airbase may activate together.
airfield. Indian air units may base in may be formed or modified at the
India, The Maldives, Sri Lanka or Car beginning of any friendly Surface Action
The Boardgamer Volume 6, Issue 2 April 2001 15

The Compleat Fleet (Cont.)


th
7 A maximum of 4 INT/ATK/BMB game and all units therein are submarines, dispensing with the need of
units, plus any number of other types, destroyed. Damage is cumulative, i.e. defining which specific air units are
may stack. Up to 4 units from the same D1+D1=D2, D2+D1=Destroyed. One affected. An important change is that
airbase may activate together. In level of damage is removed from each EW and AEW units now have an anti-air
addition, coordinated airstrikes are airbase in the Repair Phase of the value of ‘N’, making them non-combat
introduced. An activated air stack may Terminal Cycle (PM). units like RCN units always were. If
“fly over” another airbase and pick up air attacked without escort they’re dead
units therein to reinforce the mission, as There is no effect or delay in attack without need of a die roll.
long as the stack does not exceed 4 ability after changing airbases.
units. 3rd Same as 5th.
th
7 Damage: 0-3 hits: No effect. 4-8
5th A maximum of 4 INT/ATK/BMB hits: Damage 1. 9-10 hits: Damage 2. CAP
units, plus any number of other types, 11 hits: Destroyed. In airfield/port
may occupy a major airfield. A combinations, each component is 6th Purely defensive. Overlapping CAP
maximum of 2 INT, plus any number of damaged separately. Otherwise effects missions must attack sequentially if they
AEW, EW or RCN can be in a minor are the same as in 2nd Fleet. intercept in the same hex. A maximum
airfield. ATK and BMB are not allowed of 3 air units (INT, ATK or AEW) can
therein. An activated air stack may “fly Air units that change bases (either after perform CAP from a given airbase/
over” another airbase and pick up air activation or after strategic missions) carrier. If two or more such are in the
units therein to reinforce the mission, as can’t be used at all for the following five same hex, they combine into a single
long as the new stack does not exceed turns (not even CAP or transfer). CAP that may contain a maximum of 5
4 INT/ATK/BMB units. The stack may units. Land-based CAP attacks with
include any number of EW, AEW or 5th Damage: 0-3 hits: No effect. 4-7 normal strength at all ranges, carrier-
RCN. hits: Damage 1. 8-9 hits: Damage 2. based CAP is reduced by range (with
10 hits: Damage 3. 11 hits: Destroyed. AEW palliating the reduction).
3rd Same as 5th, except that minor Damage level 3 is introduced, and
airfields no longer exist. damage reduces the Close AA value of 2nd Purely defensive. Overlapping CAP
bases. Otherwise, effects are the same missions must attack sequentially if they
AIRBASES as for 7th Fleet. intercept in the same hex. A maximum
of 3 air units (INT or AEW) can perform
6th Damage (pre-errata): 0-4 hits: no Air units that change bases (either after CAP from a given airbase/carrier. If two
effect. 5-9 hits: one air unit in the activation or strategic missions) can’t be or more such are in the same hex, they
airbase is damaged. 10 hits: All air used at all for the next eight turns. combine into a single CAP that may
units in the base are destroyed. No contain an unlimited number of units as
damage is assesed on the airbase itself. 3rd Same as 5th. long as no more than 3 come from each
source. Land-based CAP attacks with
Damage (with errata) 0-4 hits: no AIR UNIT ROLES normal strength at all ranges, carrier-
effect; 5-6 hits: The airbase is based CAP is reduced by range (with
damaged, and air units therein can’t 6th INT and ATK roles are fully AEW palliating the reduction).
perform missions for this and the reversible (INT can function as ATK and
following turn. No effect on the air units viceversa). INT, ATK, and Mir, RF4 or 7th The defender’s CAP missions can
themselves. 7-8 hits: Same as the RF5 RCN units can’t detect submarines. help friendly attack missions in range
previous, but effects last for the current against enemy CAP. Overlapping CAP
turn and the next four. 9+ hits: The 2nd INT and ATK roles are reversible for missions are combined into a single
base is destroyed for the rest of the certain missions (INT can function as attack if intercepting in the same hex. A
game, and all air units therein are ATK and viceversa), but ATK units can’t maximum of 4 units (INT, AEW or EW)
destroyed. do CAP. INT, ATK, and T16D or T95D can perform CAP from a given airbase/
RCN units can’t detect submarines. carrier, and AEW/EW may do so only if
Air units that change bases (either after accompanied by an INT. If two or more
activation or after strategic missions) 7th INT and ATK roles are no longer such are in the same hex, they combine
can’t perform SSM, ASW or bombing reversible, although INT units can still into a single CAP that may contain an
attacks from their new base for the act as bombers (essentially, the ATK unlimited number of units as long as no
following six turns, although they can do r o l e ) o r f ig h t e r b o m b e r s ( wi t h more than 4 come from each source.
CAP, Strategic Missions, or transfer. intermediate values). A new BMB Land-based CAP is considered to have
category is created for some heavy units inherent AEW. CAP+AEW (land- or
2nd Damage: 0-4 hits: no effect. 5-6 that were considered ATK in previous carrier-based) attacks with normal
hits: Damage 1. 7-9 hits: Damage 2. modules. INT, ATK, BMB and T16D or strength at all ranges, if no AEW is
10+ hits: Destroyed. Air units in a T9 5 D RCN u n it s c a n ’t d et ec t present carrier-based CAP is reduced
damaged airbase can’t perform any submarines. by range.
missions until fully repaired, but
otherwise they suffer no direct losses 5th Roles for INT/ATK/BMB as in 7th. A 5th The defender’s CAP missions can
unless the base is destroyed. A clarification is made that air units with an help friendly attack missions in range
destroyed base is out for the rest of the ASW value of ‘N’ can’t detect against enemy CAP. Overlapping CAP
16 The Boardgamer Volume 6, Issue 2 April 2001

The Compleat Fleet (Cont.)


missions are either combined into a 5th Same as 7th. sea-skimmer SSM’s and long-range
single attack or attack sequentially if Area Anti-air Capability are introduced.
intercepting in the same hex. A 3rd Same as 7th. If at least 2 F-14’s plus an E2 AEW are
maximum of 4 INT, plus any number of in CAP over the target, a +1 applies to
AEW or EW can perform CAP from a TORPEDO COMBAT the defense die roll. If the defender has
given airbase/carrier. AEW/EW may do an EW in its CAP, a +2 applies to the
CAP even if not accompanied by an 6th Units in ports are immune to defense die roll. If the attacker has an
INT, but in that case they can’t attack torpedoes. Up to 5 defending ships can EW in his stack, a –2 applies. Variable
(their presence can have other uses). If add their ASW value for the defense die SSM targeting: Odd die roll - attacker
two or more such are in the same hex, roll. selects targets from the bottom of the
they combine into a single CAP that may stack; even - attacker selects targets
contain an unlimited number of units as 2nd Same as 6th. from the top of the stack.
long as no more than 4 INT come from
each source. Land-based CAP is 7th Units in ports can be torpedoed, with 5th A minus drm equal to the distance
considered to have inherent AEW. a –3 drm. Only 3 defending ships can between attacker and target is applied to
Land-based CAP attacks with normal add their ASW value for the defense die SSM attack die rolls against surface
strength at all ranges, carrier-based roll. units when no friendly surface unit or
CAP is reduced by range (with AEW submarine is adjacent to the target
palliating the reduction). 5th Units that are docked in a port can’t (EXC: No modifier when air units are
be torpedoed. No special effect or attacking from an adjacent hex). Bases
3rd Same as 5th, except that when defense drm for undocked ships. 3 and docked surface units can’t be
overlapping CAP mission coincide in a defending ships can add their ASW for attacked by SSM’s. The concept of fast
hex, they no longer have the choice of the defense die roll. SSM’s is introduced. If at least one F-14
attacking sequentially but must join is in CAP over the target and the attack
forces in a single attack. 3rd Same as 5th. Torpedo decoy is not sea-skimming, 1 is added to the
concept is introduced. defense die roll. If at least one AEW is
DETECTION in CAP over the target, 2 is added to the
SSM COMBAT defense die roll. If the attacker has at
6th There is no local detection phase, or least one EW, 2 is substracted from the
distinction between local and strategic 6th A –2 drm applies to SSM attack die defense die roll. Defender EW no
detection. Detection can occur in the rolls against surface units when no longer has an effect here. Variable SSM
Detection Phase of the Strategic Game friendly surface unit is adjacent to the targeting: Odd die roll (not 9) - attacker
Cycle or during the Action Phase. Each target. No modifier for attacks against selects target from bottom of stack;
Recon air unit can automatically detect bases. If any F14 unit is on CAP over Even die roll (not 0) - attacker selects
one submarine or two surface stacks. A the target, 2 is added to the defender’s target from top of stack; 0 or 9: The
unit /stack is always detected if it attacks AA strength (+1 for any other air unit on defender chooses a single ship as target
in a detection zone. 4 ASW factor must CAP). Attacker can select targets of the attack, and in addition a –6 drm
be exerted on a submarine in order to without restriction. applies to the attack.
automatically detect it in the Detection
Phase. 2nd A –2 drm applies to SSM attack die 3rd Same as 5th, except that a variable
rolls against surface units when no SSM targeting die roll of 0 or 9 results
2nd Strategic detection occurs in the friendly surface unit is adjacent to the in no attack (ammo is still spent).
Strategic Detection Segment. Recon target. A –4 drm applies for attacks
units can either detect one surface stack against bases. If any F14 unit is on BOMBING COMBAT
or attempt to detect a submarine rolling CAP over the target, 2 is added to the
on the Submarine Detection Table. A defender’s AA strength (+1 for any other 6th Bomber losses (from defense die
unit/stack that attacks is detected only if air unit on CAP). Variable SSM roll): 0-4 hits, none; 5-7 hits, 1 step;
it remains in a detection zone after the targeting: Odd die roll - attacker 8+hits, 2 steps. Owner chooses units to
attack has been resolved. 6 ASW chooses his targets; 0 - Defender suffer losses.
factors must be exerted on a submarine chooses one ship as target; 2, 4 –
in order to automatically detect it in a attacker can choose targets from the top 2nd Bomber losses (from defense die
Local Detection Phase. Submarine full half of the stack; 6, 8 – attacker can roll) 0-4 hits, none; 5-8 hits, 1 step; 9+
speed causes automatic strategic choose targets from the bottom half of hits, 2 steps. Owner chooses units to
detection . the stack. suffer losses.

7th Essentially the same as in 2nd, but 7th A –3 drm applies to SSM attack die 7th BMB units can’t bomb surface units.
now the Submarine Detection Table rolls against surface units when no Bomber losses (from defense die roll):
must be consulted in all those situations friendly surface unit or submarine is 0-3 hits, none; 4-6 hits, roll another die,
that previously caused automatic adjacent to the target (EXC: No modifier on an even die roll the enemy chooses a
submarine detection (EXC: Full speed when air units are attacking from an unit to suffer 1 step loss, odd die roll no
is still automatic, but only with an enemy adjacent hex). Bases cannot be effect; 7+ hits, roll a die twice, as above
at a 5-hex range). attacked by SSM’s. The concepts of (causing up to two step losses).
The Boardgamer Volume 6, Issue 2 April 2001 17

The Compleat Fleet (Cont.)


th th
5 Same as 7 , except that the step CLOSE COMBAT NIGHT
loss(es) must be taken from units in the
bomber or fighter-bomber roles. 6th “Gunnery Combat” performed 6th AM and PM turns are day, Night
against adjacent surface forces or turns, of course, are night. At night,
3rd Same as 5th. Stealth bombers bases. There is no defense die roll, but land-based units activate normally. Only
introduced. a –4 drm applies to the attack, and the US carrier-based air units can activate
defender doesn’t fire back. The at night. Only “all-weather” units cam
ASW COMBAT Gunnery values of most units (notable bomb at night. Other units can still
exception: the battleship New Jersey) perform SSM/ASW.
6th Up to 5 surface units can attack/ are nominal or nonexistent, making this
defend together using ASW. option unattractive. No supply is 2nd “Darkness” may be in effect during
consumed. none, some, or all of a day’s turns (AM,
2nd Up to 5 surface units can attack/ PM, Night) depending on the time of the
defend together using ASW. 2nd Close Combat is a variation of SSM year. Land-based units can activate
Combat where guns and helicopters are normally in darkness, but only US “all-
7th Up to 3 surface units can attack/ assumed to supplement the missiles, so weather” carrier-based units can do so.
defend together using ASW. the CC value is used instead of the SSM Only the latter can bomb normally at
value. Otherwise resolved as any SSM night. Other units bomb at ½
5th Up to 3 surface units can attack/ attack, except that the defender gets to effectiveness. SSM and ASW are not
defend together using ASW. Docked fire back, and combat is sequential (the affected. In darkness, all Soviet INT and
submarines can’t be attacked by other defender may well get to fire first). ATK units have their Anti-air value
submarines, but still are vulnerable to air reduced by 1 (to a minimum of 1).
and surface unit attacks. 7th Essentially same as in 2nd, except
that Area anti-air values and modifiers 7th Usually, AM and PM turns are “day”
rd th
3 Essentially same as 5 , except that for units on CAP do not apply. A and Night is “dark”, but in July-August
in defense (only) you are allowed to use clarification is made that the players Night turns are “day” in three extreme
4 units for ASW if the hex contains 8+ may choose targets without restriction. North zones. In March-April and
surface units. Also, docked submarines Bases may not be attacked. November-December, PM is “dark” in
can be attacked by enemy surface units those same zones. During dark, all air
only if their base is damaged or 5th Essentially as in 7th, but bases, close units except for Soviet carrier-based
destroyed. A submarine in the same defense hexes and docked ships can be Yak-36’s can activate normally. All US
hex as a friendly unit with Area Anti-Air attacked, and the sequential combat is units bomb normally, the others bomb at
is immune to ASW by aircraft and not simply an “I go, you go” issue. A die half effectiveness. All Soviet (and
surface units. roll in the Close Combat Attack Table Soviet Allied) air units have their Anti-air
determines who goes first, but there is a values reduced by 2 (to a minimum of
AIR TO AIR COMBAT chance that a side will not get to fire at 1).
all - and it may well be the attacker!
6th If the attacker has an EW, the Close combat against bases uses only 5th AM and PM turns are day and Night
defender’s air units’ total Air-to-air value the non-SSM portion of the Close turns are dark. During dark, all air units
is reduced by two. The owner assigns Combat value. except for Soviet carrier-based Yak-36’s
losses to his units. can activate normally. If at least one of
3rd Same as 5th. a long list of air units from different
2nd If the attacker has an EW, the nationalities (page 45) is not present in a
defender’s air units’ total Air-to-air value SUBMARINES Bombing mission in darkness, -3 is
is reduced by two. The owner assigns applied to the attack die roll. All air units
losses to his units. 6th The speed factor printed on have their anti-air values reduced by 2
submarine counters is equivalent to their (to a minimum of 1) in darkness, except
7th If the attacker has an EW, he adds 2 Full Speed in later modules, with no for another long list of priviliged aircraft
to his attack die roll. If the defender has special effect. No Deep Mode. of different nationalities (again, see page
an EW, the attacker must substract 2 45).
from his attack die roll. The enemy 2nd Full Speed and Deep Mode are in
assigns losses to air units, but he must effect. Full Speed causes automatic 3rd Same as 5th, with its own long lists,
always apply damage to INT units first. Strategic Detection. similar but not identical to those of 5th
Fleet.
5th Same as 7th, in addition CAP 7th Full Speed and Deep Mode in effect.
missions that attack more than once in a Full Speed causes detection only if an MINESWEEPING
segment are penalized by unfavorable enemy is within 5 hexes.
drm’s in attacks after the first. 6th Actual minesweeper ships do the
th th
5 Same as 7 . Deep-diving concept cleaning, in addition to an abstract US
3rd Same as 5th. introduced. Sea Stallion chopper squadron which is
assigned to any US CV or AA.
3rd Same as 5th. Minesweepers remove mines by a die
roll which is compared to the number of
18 The Boardgamer Volume 6, Issue 2 April 2001

The Compleat Fleet (Cont.)


MS units in the hex; the Sea Stallions 7th A combination of the previous two 7th Extended range increases range in
can remove one mine counter in the games; no Strategic missions can be six hexes, and mid-air refueling
same hex as its carrier or an adjacent performed in the affected zones, and no increases range by eight hexes. Soviet
one, with a die roll of 1 or 2 (remember air unit in those zones can do Strategic units from Petropavlovsk or Vladivostok,
that 6th Fleet uses a six-sided die). missions. and US units from a carrier, Clark Field,
Incidentally, although harm less, Kadena or Kunsan can use mid-air
minesweepers are considered combat 5th No air units in the affected zones refueling. A maximum of one Soviet air
units, which gives them other interesting may perform Strategic Missions or unit, and a maximum of one US air unit
possibilities. Mines attack by a die roll activate. CAP can be flown, but it from a carrier plus one US air unit from
which is compared to the number of cannot help friendly air units being a land base, can use this function per
mines in the hex, with minesweepers attacked by enemy CAP. No air units turn, and not if an enemy INT is within 4
giving no direct assistance. from other zones can perform Strategic hexes of the base.
Missions in the affected zones.
2nd An abstract die roll is made for INT, ATK, BMB and EW units can
every mine hex on the map, with 3rd Same as 5th. activate with a “high mission profile”,
chances of clearance dependent on increasing their range by 4 but causing a
location. One slightly more effective SATTELITE DETECTION +2 to the defense die roll in any SSM/
aerial minesweeping attempt can be Bomb attack.
done within ten hexes of any one US CV 6th Sattelite detection is used, with a
or AA in Norway or Iceland per table which is consulted every Strategic 5th Extended range increases range by
Minesweeping Phase. Cycle. 25%, but only INT, ATK and BMB can
use it. Soviet units from off-board bases
7th An abstract die roll is made for every 2nd No sattelite detection. or Aden, and US units from a carrier or
mine hex on the map, with chances of from Diego García, can use mid-air
clearance dependent on location. One 7th No sattelite detection. refueling. Only one unit per eligible
sli ght ly m or e ef f ecti ve aer i al airbase/carrier per Game turn can use
minesweeping attempt can be done 5th No satellite detection. this, and it increases range by 50%. Not
within five hexes of any US CV or allowed if enemy INT unit is within 6
certain AA’s per Minesweeping Phase. 3rd Sattelite detection may occur as a hexes of the base.
random event.
5th Actual minesweepers appear again, INT, ATK, BMB and EW units can
but they are no longer considered INVASIONS activate with a “high mission profile”,
combat units. Mines attack by a Mine increasing their range by 25% but
Table, and minesweepers present in the 6th Bases cannot be invaded; separate causing a +2 to the defense die roll in
moving stack apply their minesweeping Victory point hexes can. any SSM/Bomb attack.
value as a drm. The Sea Stallion
helicopters now appear as a RH53 2nd Bases can be invaded, and they 3rd Essentially same as 5th, but actual
counter which can be assigned to an AA have an intrinsic defense value. ‘AR’ (aerial refueling) units based on
or CV. Their minesweeping value can airfields/carriers define the ability of that
be applied to any moving stack within 2 7th No physical invasions occur. base to mid-air-refuel a unit. Also, INT,
hexes, but only once per Action Phase Instead, AA and MP units abstractly ATK and BMB can use “reduced range”
(MS units can be used several times). unload in certain hexes for victory for bombing missions, wherein range is
The RH53 can’t move or transfer. points. halved but bombing value increased in
Combat surface units with defense 30 or 15 (depending on the original
values of 5 or more can never be sunk 5th Same as 7th. value).
by mines, only damaged. Important:
Mines can no longer be removed from 3rd Same as 7th. WEATHER
the map.
AIR UNIT INCREASED RANGE 6th Squalls halve surface movement
3rd Same as 5th. allowances (FRD). Only all-weather
6th Extended range and mid-air carrier units can activate from a squall
COMMAND LOSS refueling each increase range by six hex. Storms cause surface units to
hexes. Only US carrier-based INT, ATK move only one hex.
6th Units based in the affected zones and EW can use mid-air refueling, but
can’t do Strategic Missions, but those otherwise all that are eligible can do it in 2nd Squall hexes cost surface units 2
based elsewhere can come to perform the same turn. movement points. Only all-weather
in those zones. carrier units can activate from a squall
2nd Extended range and mid-air hex. Storm hexes cost surface units 4
nd
2 A reversal from the previous refueling each increase range by eight movement points.
situation, no one can do Strategic hexes. Any one friendly mission may be
Missions in the affected zones, but units refueled each turn. 7th Movement effects as in 2nd, but the
based in those zones can go elsewhere. all-weather concept is dropped entirely
(see Night), and no carrier-based units
The Boardgamer Volume 6, Issue 2 April 2001 19

The Compleat Fleet (Cont.)


can activate or perform CAP or strategic Phase, with no further cost. Surface 2nd Fleet with 2nd Fleet rules! Besides, I
missions in squalls. units that move only two hexes or less don’t think that it is really that important
during each of the three Action Phases, if a Yak 36 has a combat value of 3 or 4.
5th Movement effects as in 2nd. Carrier can forfeit fuel expenditure. How do you factor ordnance into a game
based air units can’t activate in squalls, value? Who is to say that one value or
but they can perform CAP and Strategic TACTICAL NUCLEAR WARFARE the other is the most realistic? The
Missions. game designer of course, but he doesn’t
6th The player assigns nuclear assets to seem to make his mind. So let’s play
rd th
3 Same as 5 . his units (among those allowed) by each game with its own counters and
writing an ‘N’ in one of the unit’s ammo their combat values. However, there will
SUPPLY boxes. SSM value of subs and surface be some modifications that affect units
units x5, of air units x3; if the target hex and will probably require side notes,
6th Bases have limited supplies (and contains more than 12 ships the combat such as defining which Soviet subs in 6th
these can be destroyed by enemy result against the primary target ship is Fleet are noisy, for example.
attacks). A base or replenishment unit also applied to the two ships above and
can expend a maximum of ten boxes of the two ships under the target. 4-12 In this work I am assuming we have all
AP/FP per Replenishment Phase. ST’s ships, result applied to ship above and the 62753 series. If you don’t, you will
can expend a maximum of 4 boxes. BB, ship under target. Bombing value x3, have to make do with your latest module
CV, CG, DD and FF units can use high with the same effects for stacking as for available for rules, tables, etc. So:
speed, spending one extra fuel box per SSM. Surface or submarine ASW x2,
action segment to increase movement air ASW x 5. Area AA x3. BASIC RULE:
by one. They can also forfeit fuel
expenditure by not moving more than 2nd Nuclear capability is already Use 3rd Fleet rules, combat tables, and
one hex per action phase. assigned by the Logistics Roster. SSM concepts in all of the previous games.
and Bombing attacks have their value As far as possible and except as stated
2nd Bases have unlimited supply and increased depending on the number of below, use the printed counter values in
can service four ships/subs per ships in the target hex. 13+ x5, 9-12 x4, each module.
Replenishment Phase. Replenishment 5-8 x3, 4- x2. ASW x 3, Area AA x3.
units can service four ships per phase at GENERAL SPECIAL RULES:
sea. US, Soviet and West German BB, 7th Nuclear capability is already
CV, CG, CL, or DD can use high speed, assigned by the Logistics Roster. SSM Nationalities: Apply nationality
spending one extra fuel box per action and Bombing attacks have their value restrictions, possibilities of joint
segment to increase movement by one. increased depending on the number of activation, etc. as defined in each
They can also forfeit fuel expenditure by ships in the target hex. 13+ x5, 5-12 x4, module.
not moving more than one hex per 4- x3. ASW x 5, Area AA x5.
action phase. Terrain: Apply special terrain rules
5th Same as 7th. pertinent to each module (pack ice,
7th Bases have unlimited supply and SOSUS, etc.) as defined in each.
can service four ships/subs per 3rd Same as 7th.
Replenishment Phase. Replenishment Random Events: Use each game’s
units can spend a maximum of 6 boxes THE COMPLEAT FLEET own random event table.
of AP/FP per Replenishment Phase. BB,
CV, CG, CL, or DD can use high speed, The building block of this concept is Limited SSM Ammo: As a rule of
by announcing this in the Action Phase using the rules, tables, die rolls and die thumb in earlier games, all US and US-
of the AM turn and spending one extra roll modifiers from the latest module allied air units that have SSM’s (printed
fuel box. This increases movement by available in all of the previous games. or with Special SSM Indicator) have
one in each of the three game turns Of course, there are instances where limited ammunition, while all such
(AM, PM and Night) with no further cost. you just can’t do this, and that is what Soviet, Soviet-allied or Red Chinese
They can also forfeit fuel expenditure by we will address here. units are not limited (the SSM-armed
not moving more than one hex per Mig 29 does not appear in earlier
action phase. Generally speaking, I don’t advise modules, so no need to worry about it).
making modifications to the mapboards Contrary to what I recommended a few
5th Same as 7th, except that units must and counters (visible ones, at least). The lines above about leaving values on
be docked to replenish at a port. reasons for this are twofold: First, it counters alone, in this case use the
would be a sacrilege to deface such following values regardless of the
3rd Same as 5th, except that BB, CV, beautiful components! If ever a sample original printed ones:
CG, CL, CT, DD, FF and CO can use of cardboard counters could be called • P3 Orion, Nimrod: {20}s2 (Only
high speed by spending an extra fuel “collectible”, it would be these. I spend P3’s and Nimrods that had an actual
during the AM Action Phase. This a lot of time just admiring them. printed SSM value would have this)
expenditure allows FF and CO units to Second, it may be that in the future you • F18, F18C, A6, S3, B52, B52G,
move one extra hex in each of the three will meet a player who doesn’t care Bucaneer: {40}s2 (All F18/F18C
Action Phases of that day, and all others (gasp) for this variant and wants to play can’t use SSM when land-based)
to move two extra hexes per Action
20 The Boardgamer Volume 6, Issue 2 April 2001

The Compleat Fleet (Cont.)


• Harrier, Superharrier, AV8 {20}s2 to move a submarine at it’s printed rate Torpedo decoys: The following units
• SupE, ATL {15}s1 (EXC: a sub with a factor of one is have them:
• MIRF {30}s1 considered to move at normal speed, US: Ticon, Yrktn, Deyo, Merrl, Cushg,
not full, when it moves one hex). Ignore Degrs, Kidd, Burke, and all the FF’s.
Cruise Missiles: B52 and T30 units fuel expenditure for subs. Add one to Soviet: Ochkv, Kerch, Azov, Kulkv,
can fire 2 Cruise Missiles per game in the defense value of all SN units. Zakhr.
modules previous to 5th. Calculate French: Drogu, Mouln, Blasn, Pimdn,
cruise missile values in all games as per Terrain: Without going into too much Duplx, Mntcm, Trvil, Bory, Prtet.
3rd Fleet’s 10.5, considering all BB’s d e t a i l , a n e a s i l y r em em b e r e d Italian: Lupo, Orsa, Perseo.
equivalent to New Jersey, T30 equal to modification is to consider all coastal Spanish: Murci.
T95H. hexes shallow. In addition, all hexes in
the Adriatic and Aegean zones, as well Cruise Missiles: Use 3rd Fleet’s rules
Dark and aircraft: The following lists as all hexes in the Black Sea zone north for resolution, but 6th Fleet’s method for
are admittedly inaccurate, but as a of and including row 22xx, are shallow. determining which units have the
practical generalization: Consider all hexes in the Aegean capability. Each BB has 3 attacks, air
containing islands or part of islands units 2 attacks, all others 1 attack.
Aircraft that deny the bombing-in-dark (except Crete) restricted water hexes.
negative modifier (include all variants): Nuclear capability: Use 3rd Fleet’s
A6, B52, F15, F16, F18, F111, SupE, Minesweepers: Use minesweepers as rules for resolution, but use 6th Fleet’s
Jag, Tor, Mir, M29, S24, T16, T26, T30, per 3rd Fleet rules. French and Italian rules for determining which units have
T95, T160. minesweepers are considered to have a the capability. Exception: No Allied unit
Minesweeping value of 3, Soviet, may have SSM nuclear capability.
Aircraft that don’t suffer the dark Air-to- Spanish, Turkish and Greek sweepers Among the Soviets, only Svesa, Syrzn,
Air penalty (all variants): F14, F15, F16, have a value of 2 and all other have a Bytsh, Lipts, Tesha, Kirov, Slava, Grzny,
F18, F111, Tor, Kfir, Mir, S27, M29. value of 1. All minesweepers should Golvk, Sovrm and Otchy can have
have movement values of 3 (damaged nuclear SSM’s. Don’t mark one of the
US Special Oilers: In all games, US 2), and are considered non-combat unit’s ammo boxes as nuclear, instead
CV and BB units can act as oilers and units. Make a RH53 Sea Stallion they are considered to have an extra ‘N’
have 5 FP each. counter or borrow it from one of the later as in later modules. Assign a number of
games, and assign it to an AA or CV. air nuclear attacks similar to those given
Soviet Replenishment Units: In earlier to each side in 2nd Fleet’s Roster.
modules, all Soviet replenishment ships Air combat values: ATK units with an
(AM, CS, etc.) should have movement anti-air value of 1 are considered to be Land units: As they are instrumental
values of 3 (2 damaged). BMB units. All AEW, EW and RCN units for Victory conditions, keep the land
have anti-air values of ‘N’. units as they are. In addition to invading
Air refuelers: In earlier games, always objective hexes, allow the invasion of
give the US one KA6 and one KC135 AV8: The Harriers operate directly from bases as in 2nd Fleet. Each base is
AR units. If the UK has any airfields in AA Saipan as from a carrier. They do considered to have an intrinsic defense
the game, give him a VICT AR unit. not transfer to the beachhead when value equal to its Close AA value.
Give the Soviet one T16A AR unit. Saipan unloads.
Supply: Ignore the supply boxes of
6TH FLEET SPECIAL RULES: Noisy: The following Soviet subs are bases. They all have unlimited supply.
considered to be of noisy type: Lipts,
General: Political events and Tesha, Syzrn, Bytsh. 2ND FLEET SPECIAL RULES:
reinforcements don’t occur on turn 1.
Frigates: All FF units should have a Counters: You’ll need to handmake or
Counters: You’ll need to handmake or movement value of 4 (3 damaged). borrow from later games the following
borrow from later games the following counters: AR units, Dock, port/airfield
counters: AR units, Dock, Deep, port/ Sea skimmer SSM: All US, French, damage (including level 3), SSM ammo,
airfield damage (including level 3), SSM UK, Italian, Israeli, Greek, Spanish, Movement Allowance and CAP 1/2+.
ammo, CAP 1/2+ attacks, Movement Turkish, Egyptian, Moroccan and
Allowance and a RH53 Sea Stallion. Tunisian SSM’s are surface skimmers. Submarines: Add one to the defense
Also, mark the reverse side of Task In addition, Libyan FF Asawr and Soviet value of all SN units.
Force counters as the similar numbered Kirov, Sovrm and Otlch are skimmers.
Task Group. Terrain: Treat all coastal hexes, as well
Fast SSM: Soviet ships Kirov, Slava, as all hexes in the Barents east of and
Submarines: The normal speed of Ochkv, Kerch, Azov, Sovrm, Otlch and including row 41xx, and all hexes in the
submarines is one less than the printed Minsk have fast SSM’s. British isles zone, as shallow sea hexes.
factor (minimum one). The printed
factor is the submarine’s “full speed”. A Long-range AAA: US Halsy, Biddl, Minesweepers: Use this module’s own
player must declare full speed in order Wnwrt and Mahan have this capability. mine rules.
The Boardgamer Volume 6, Issue 2 April 2001 21

The Compleat Fleet (Cont.)


Air combat values: ATK units with an Soviet: Tsknt, Trbut, Tubrc, Shpkv, change in government therefore not
anti-air value of 1 are considered to be Dzghi, Dzvti. necessarily means ‘end the war’.
BMB units. All AEW, EW and RCN units Besides, this event is too frequent given
have anti-air values of ‘N’. 5TH FLEET SPECIAL RULES: the structure of the Random Events
Table, and represents a small
Sea skimmer SSM: All US, UK, Counters: You’ll need to handmake or catastrophe for the Alliance. So let’s
Neth erlands, Canada and W est borrow from 3rd Fleet the following balance it a bit.
Germany SSM’s are skimmers. So are counters: AR units, SSM ammo,
Soviets Frnze, Osmtr, Otchy and Ottuk. Movement Allowance. 4. Man, you are SO SUSceptible!:
(2nd Fleet) If Keflavik is controlled by the
Fast SSM: Soviet ships Baku, Kiev, Torpedo decoys: The following ships Soviets, SOSUS becomes inoperable.
Kremlin, Frnze, Kursk, Osmtr, Otchy and have decoys:
Ottuk use fast SSM’s. US: Anzio, Gates, Barry, Chdlr, Hewit, This is the neuralgic center of the
Hyler, Ingsl, Obnon, and all FF’s. system.
Long-range AAA: US ships Belnp, UK: Cmbld.
Leahy and Luce have this capability. Soviet: Petro, Kulkv, Zahkr, Smfpl, 5. Korean Blitzkrieg?: (7th Fleet)
Dzhsk, Dzghi, Imeni, Mnshk. South Korean bases fall only one at a
Torpedo decoys: The following ships Italy: Sgtro. time when random events indicate, in
have decoys: France: Dtrou, Jbart. this order: Seoul, Kangnun, Inchon,
US: Bhill, Vncns, Burke, Cnoly, Australia: Adlde. Osan.
Msbgr, Rdgrs, Scott, Spnce, and all
the FF’s. VARIANT RULES Gives the South Korean player a bit
Soviet: Nklyv, Talln, Sprnv, Udloy, more of breathing space, i.e. to
Dzhsk, Gori, Grval, Mnshk. 1. NATO, a modern Babel?: (6th Fleet) evacuate in time.
UK: Boxer, Lndon, Cmbia, Nrflk, NATO (US, UK, Italy, Greece, Turkey
Shfld. and Spain) surface units may activate 6. To Ditch or not to Ditch: CAP
Netherlands: Wdewt. together and form task forces/groups, (even from carriers) may land in another
Canada: Iroqs, Huron. and they may resupply in each other’s friendly base within half their extended
bases. NATO air units may activate range if their base is damaged/
Cruise missiles: Use 3rd Fleet’s rules together or form Coordinated strikes. destroyed. Units on Strategic Missions
for resolution, but 2nd Fleet’s rules for are not forced to land on their base if it
determining which units have the Although there are reportedly problems is damaged. Carrier units may transfer
capability. Each BB has 3 attacks, air w it h c o or d in a t io n , NATO u n it s to land bases if their ship is damaged or
units 2 attacks, all others 1 attack. customarily train together. No reason to sunk.
think they would not fight together. I
Land units: As they are instrumental think that even the Greeks and Turks “Alpha Three, this is Eagle Leader.
for Victory conditions, keep the rules for would set aside their differences for a Lincoln is sunk. I have 13 ‘cats in the
land units as they are. while if confronted with a greater foe. air, awaiting instructions”.

7TH FLEET SPECIAL RULES: 2. The Sons of Abraham: (6th Fleet) In “Eagle Leader, ditch into the sea. A
any scenario which has Israel as a submarine will be dispatched to pick you
Counters: You’ll need to handmake or belligerent, Morocco, Algiers, Tunis and up.”
borrow from 3rd Fleet the following Egypt cannot be US Allies; they remain
counters: AR units, Dock, level 3 port/ neutral at best. In scenario 9, consider “Alpha Three, we have enough fuel to
airfield damage, SSM ammo, Movement their neutrality modifiers to be ‘0’. If they make it to Dubai.”
Allowance and CAP 1/2+. already allied and Israel becomes a
belligerent, they pull out and become “Negative, Eagle Leader. Ditch into the
Minesweepers: Use this module’s own neutral. The US player may opt to sea.”
mine rules. decline Israel’s entry to prevent this if he
gets an even result in a die roll. “But...”
Air combat values: All AEW, EW and
RCN units have anti-air values of ‘N’. As the Gulf War proved, the Muslims will “You have your orders. Alpha Three
not fight alongside the Jews. out.”
Fast SSM: Minsk, Nvrsk, Riga, Bzhny
and Vytny have fast missiles. 3. The Reds Will Fight: (6th Fleet) On ‘Nuff said.
a random event indicating a Socialist
Torpedo Decoys: The following units takeover in Italy or France, the new 7. Sorry Colonel, But We’re Out of
have them: government decides to continue to fight Coffee: Allow air units to operate from
US: Antie, Vfrge, Jones, Fife, Lfnch, alongside NATO on a die roll of 0-5. a new airfield they transferred to after
Oldrf, Thorn, and all FF’s. only three turns of inactivity. And they
Australia: Drwin. Socialists have been in power on and off can transfer out if they want to, without
in several NATO countries, without any delay. Furthermore, when units return
inclination to defect from the treaty. A
22 The Boardgamer Volume 6, Issue 2 April 2001

The Compleat Fleet (Cont.)


to their original base, no delay will apply 1. A detected enemy unit/stack mapboard clutter and/or alter play
there. activates in a friendly Detection Zone balance, so use it at your own risk.
applicable to it;
“Major, the 12th squadron will arrive at 2. A detection marker is placed on an 10. I Have a Sinking Feeling:
your airbase within the next four hours. enemy unit/stack in a friendly DZ Catastrophic Submarine Damage:
Have your ground crews ready to rearm applicable to it; Whenever a submarine is flipped over
and refuel the airplanes ASAP, and see 3. An already detected enemy enters because of damage, a die is rolled. A
to it that the pilots get hot food and a friendly DZ applicable to it; result greater than the difference
some refreshment, as they will fly out between the damage points that the
again immediately. This mission is of If Reaction Fire is declared, the friendly attack inflicted and the sub’s defense
the utmost importance.” unit/stack may momentarily stop the value will cause the sub to be sunk.
enemy’s action and attack it. The
“Yes, my colonel, but... be advised that Reaction Fire consumes one of the Examples: US SN Swolf (ASW 10)
the squadron will be ready in no less f ri endl y unit ’s all owed att ack attacks Soviet SN Opokv (defense value
than three days.” opportunities for the turn (the only one, 7) and rolls a 6, obtaining 4 damage
in the case of subs). After suffering the points, which is enough to flip over
“What!!! Are you crazy, major?” RF, the active unit/stack may continue Opokv to its damaged side. The
its actions. When it ends, the inactive differential between both values is 3,
“Respectfully, there are forms to be unit(s) that reacted must immediately therefore on a second die roll of 0-3
filled, we have to request the fuel from complete their own activation by moving there is no further effect. However, on a
the quartermaster, and also, we have if the owning player wishes, and making die roll of 4-9 Opokv would be sunk
run out of coffee.” any attacks they may still be entitled to. outright.
Turn the counter(s) 90° to the right to
“Siberia is beautiful this time of the year, indicate that it may be no longer used in Submarine Critical Damage Effects: In
I’ve heard, comrade major...” the appropriate upcoming Action addition the the provisions above,
Segment. whenever a submarine is flipped over to
I’m sure the game designer had his its damaged side roll a die twice and
reasons for penalizing changing Simultaneous Combat: If the unit/stack consult the following table (if both dice
airbases, mostly I think to prevent that declares RF is already detected give an adverse result, they are
abuse. Admittedly, it is logical for any when it does so, the moving unit(s) may cumulative):
air unit not to change bases unless declare Simultaneous Combat. In this 0-1: Submarine must surface and
really necessary. However, I think that a case both sides fire, with a dr cannot submerge (mark with an
modern air force (i.e. virtually all the air determining who does so first (odd/ appropiate counter). For the rest of
forces represented in these games) even). If SC is declared, the moving the game it can be detected and
would be prepared for making transfers unit/stack must end its activation in that attacked as if it were a surface unit,
and then operating from a new base hex after resolution (but a surface stack while still being susceptible of being
right away. For that matter, we could could still execute its other attack form detected and attacked as a
argue that even a unit operating from from the same hex, if possible and submarine. It cannot, however, join
its own base would require an inactivity applicable). task groups or forces. It can no
period after every mission, since the longer make ASW attacks, but still
crews need to sleep and the aircraft Retreat Before Combat: If the can use its ASW for detection.
need maintenance... conditions for Reaction Fire (see above) Torpedo and missile attacks are still
otherwise exist, the defender may allowed.
If I had my way I would dispense with declare Retreat Before Combat instead 2-3: Damage to the submarine’s
the “new airbase” limitation completely, of Reaction Fire. He does so by moving surfaces makes it very noisy - for the
but to compromise, a 24 hour inactivity the unit/stack one hex. The activated rest of the game, it is detected using
period seems OK. Also, units that only enemy unit(s) continue their movement, the Noisy Soviet SN column.
want to transfer away shouldn’t be possibly triggering more retreats (up to 4-5: The submarine cannot make any
penalized, since all they need is fuel. the reacting units’ MA). The retreating type of attacks for the rest of the
Civilian aircraft move around all the force cannot switch tactics to Reaction game.
time, why should military ones be Fire until it has spent all its Movement 6-7: The submarine can no longer go
prevented from doing so? And, any Allowance. After the activated units end “deep”.
reasons that might be given for the their move, the retreating force must 8-9: No effect.
delay surely don’t apply at the unit’s complete its own activation, as above.
One of the major criticisms that can be
home base if it returns there.
9. Not So Close, I Hardly Know You: made against the Fleets system is the
Enemy units may stack together. Treat way ASW is handled. Essentially, the
8. Lads, Are You Just Going to Sit
as one-hex range. problem is the “slow kill syndrome”.
There?: Reaction Fire: If a friendly
surface unit/stack/submarine has not There is no way for a submarine to
This is to prevent some sleazy tactics, attack another and sink it; instead, it
been activated previously in an Action
like building a “body barrier” with must (hopefully) damage it in one turn,
Phase and one of the following occur,
counters to prevent enemy entry of a then attack again and sink it in the next.
the inactive player may declare Reaction
strait or fiord, for instance. More (The same can be said of average ASW
Fire.
realistic, but it can create confusion, surface groups). Modern ASW uses
The Boardgamer Volume 6, Issue 2 April 2001 23

The Compleat Fleet (Cont.)


guided torpedoes as its primary weapon. see is radar blips. A suggested random Roll Result
Traditional depth charges still exist, but target method is the following: 0 3
they tend to be phased out (probably 1 2
that is what those ships with ASW Roll a die: 2 1
values of ‘1’ have). The main purpose 0: Unexpected bonus - attacker can 3 1
of modern attack subs is to sink their choose his primary target. 4 1
kin, and they use torpedoes for that 1-3: The largest (i.e. with higher 5-9 -
effect. If a submarine is hit directly by a defense value) target in hex is
torpedo, it is very probably dead, even if primary. Select randomly if more The result represents the number of
it is of tough construction. Of course, than one ship qualifies. en emy surface stacks that are
there are proximity detonations which 4-5: The slowest (i.e. with smaller automatically Strategically detected, or
might result in survivable damage. movement allowance) target in hex of detection attempts allowed against
is primary. Select randomly if more submarines. A submarine is detected
A strong defense value (say, 8) for a than one ship qualifies. only on a subsequent die roll of 0 (0-1 in
submarine does not mean that its hull is 6-7: The least defended (i.e. when shallow water). A unit in squall, storm,
as massive and durable as a carrier’s. calculating the close AA value of the or dark; or a submarine in deep mode
Toughness of course is factored in, but ship plus the close AA value of the cannot be detected.
more important is the submarine’s ability ship under it in the stack) target in
to not get hit, to escape the enemy’s hex is primary. Select randomly if Consider the Satellite Pass Random
attack. But if the torpedo does strike, more than one ship qualifies. Event an added bonus.
well, its chances don’t seem too good. 8-9: Select a ship randomly from
among all those in the hex, and that This is a case of the old being better
A submarine that does survive a bad will be the primary target. than the new. In any modern conflict,
blow will likely be severely affected in its the use of satellites to detect enemy
performance - in fact probably more Next roll another die to determine type forces would be instrumental in the
interested in making it back to friendly of attack: conduction of operations. Some
waters and port. 0-2: The primary target suffers the satellites can even detect submarines if
whole weight of the attack. they get lucky and conditions are right.
11. {With Music} We Have a Ren- 3-4: The primary target, plus the ship It is a wonder that this was left out of the
dezvous... Just Me - And You! For under it, get half of the combat value later games, and 3rd Fleet has it only as
coordinated air strikes, air units may of the attack each (with odd combat a rare random event.
“rendezvous” in a given hex instead of factors going to the primary).
having to fly over the other airfields to 5-6: The primary target gets enough 14. Look Ma, No Cavities! For every
damage level inflicted on an airfield, roll
pick up other participants, but this combat value points to place the
a die. If the result is even, one step of
requires a RCN unit on a Tac attack in the best possible column,
air units based therein is eliminated. If
Coordination mission to be “spent”. In and the ship under it gets any points
the roll was 0, 2 or 4, the attacker
any case, a mission may never include left.
chooses the unit to suffer the loss; if 6 or
more than four INT, ATK or BMB units, 7-8: The primary target, plus the ship
8, the defender chooses.
plus any number of support units (RCN, under it, plus the ship above it, get
AEW or EW). one third of the combat value each Units landing on a damaged airfield
(with odd attack factors going to the must roll a die. If the damage level or
12. Underwater Escorts: One primary). less is rolled, the landing air unit suffers
undam aged SN m ay acti vat e 9: The primary target gets enough a step loss.
simultaneously with a TF/TG in the combat value points to place the
same hex (but not actually join it) in the attack in the column to the left of the An air unit located on an undamaged
Surface Action Segment. The sub best possible column (for instance, if base that suffers a bombing attack and
performs its attack (if any) separate from combat value 50, best possible which has not yet activated can attempt
the surface forces, but moves along with column 42 to 52, column to the left is to scramble before the mission enters its
them. If the Submarine Action Segment 32 to 41, 32 combat value points are hex, with a die roll of 0-2. Roll
occurs first, that submarine can be held assigned to the primary). The ship separately for each eligible unit. Units
from activation until the subsequent under it gets enough points of the that scramble can transfer to another
Surface Action Segment. remainder to place the attack in the base within half their extended range,
best possible column. The ship but this counts as their activation for this
Submarines are frequently assigned the above the primary gets any leftover. turn. INT units have the choice of
task of ASW escorts for surface forces. transferring, or of immediately forming/
(Note: With this method, the top half/ joining a CAP mission above the airfield
13. I Can’t See a Bloody Thing: bottom half selection mode of the rules (and can even intercept the bombing
When firing standoff missiles (in game is not used). mission).
terms, not being adjacent to the target
when you fire), controllers can’t really 14. I Am the Eye in the Sky, Looking The original 6th Fleet had attacks
choose their targets; all that they can At You: Allow satellite detection in all causing damage to based aircraft, not
modules, in the Strategic Detection the airfields themselves. This was
Segment, using the following table: reversed in the second game of the
24 The Boardgamer Volume 6, Issue 2 April 2001

The Compleat Fleet (Cont.)


series and has been kept: Only the damage aircraft or injure crews trying to presented. Usually, one side or the
airfields are damaged, not the aircraft. It repair the facilities. other, or both, end up with poor
is preposterous to think that you can Strategic deployments. Who needs
shred an airfield and leave the airplanes 14. Solitary pleasures: For placement “unknown factors?” Just let both sides
parked there unscathed. Besides, one of Strategic Air Missions in solitaire put up all that they want and play!
of the main points in attacking such a games, roll a die: Even, US/Allied side
base is to destroy enemy aircraft, not places one unit first; odd, Soviet/Latin/ 15. Watch My Six, and I’ll Watch
just make holes on the runway that can Chinese/whatever side (i.e. the bad Yours: Clarification: Units in TF/TG’s
be easily repaired. guys) places one unit first. Alternate can’t use their Close AA value in support
placing units from one side and the of any unit not in their own TF/TG and
Landing on a damaged base can be other. Don’t stop placing until you are vice versa. It is not clearly spelled out in
very dangerous. The cavities on the completely satisfied that both sides have the rules what happens with units in a
runway can cause a crash, and shrapnel placed all that they want. hex that are not in any TF/TG, but it
lying on it can puncture tires. Also, a should be assumed that they can’t
known tactic is to drop delayed-fuse In every module after 6th Fleet a new, support, or be supported by, any
bomblets on airfields, which can less satisfactory method for solitaire other unit.
Strategic Missions assignment has been

Pyrrhus In Italy And Sicily


One Battle Shy of a Victory in Hannibal
by Trevor Bender
This short scenario for HANNIBAL: destroying several of the Roman these forces may not move on land
ROME VS. CARTHAGE (HRC) follows warships and sacking the Roman before or after the naval move. If
the format presented by Charles Bahl in garrisoned town of Thurii (in the Croton intercepted in the port of debarkation,
Vol. 32 No. 2 of The GENERAL in his space on the HANNIBAL map). Fearing they fight without the benefit of a
article titled “Rome Strikes Back: Two the weight of numbers, the Tarentines General (i.e. no counterattack die rolls
Short Scenarios for HANNIBAL” (pp. 23- requested and received the aid of may be made).
24). His article appeared in the second Pyrrhus. • Due to the lack of siege craft
to last issue of The GENERAL, which preparation, the Siege Table is
also contained an HRC variant entitled GENERAL RULES changed such that a die roll of “6”
“The First Punic War” by Alan R. Arvold produces 1 siege point instead of 2.
(pp.19-22). To put these respective The following rules apply to “Pyrrhus in The other results remain the same.
campaigns in perspective, Pyrrhus’ Italy and Sicily”. Unless otherwise The Greeks do not suffer a –1 modifier
invasion of Italy preceded the First stated, the normal HANNIBAL 2nd when rolling on the siege table (20.2)
Punic war by approximately 15 years Edition Rules apply and can be found at: like the Carthaginians do in the normal
and the Second Punic War by 60 years. htt p:// pages.i nfi nit. net/m ykeul / game. The –1 city modifier for
HanniRules/hannirules01.htm besieging Rome and Syracuse still
King Pyrrhus of Epirus (a western • The normal sequence of play applies.
province of Greece) is best described as applies except that the Reinforcement • Political Consequences (15.5)
a Soldier of Fortune always willing to Phase (6.0) is skipped, and there is no and Sue for Peace (15.6) are not
abandon a stubborn campaign in pursuit Vi c t o r y Ch ec k Ph a s e ( 2 2 . 0) . used.
of a new adventure elsewhere. Pyrrhus Reinforcements are only brought in by • The rules for Electing Consuls
came of age during the struggles of event card or by using a “3” OPs card and Proconsuls (6.4-6.6) are not used.
Alexander’s Successors. He allied to Raise Troops (third bullet under rule Both T. Longus and A. Paulus remain
himself first with Ptolemy, then with 8.2). in play both turns. If either (or both) is
Lysimachus against Demetrius. After • As neither side had naval displaced (10.10), he is brought back
their joint victory, Pyrrhus was left the dominance, both sides may use Naval into play at the very beginning of the
junior partner in the relationship and Movement (11.0), but must roll on the next turn. The rules for Consuls and
withdrew to his kingdom on the Adriatic. attrition table on the “3” column Consular armies (18) are in effect;
imm ediately before the forces save that Consular armies must
Never one to rest long, Pyrrhus was disembark. The play of the Storms at maintain a minimum strength of 3 CUs
quick to come to the aid of his fellow Sea (60) counter card will add +2 to not 5 CUs. If Pyrrhus is displaced, the
Greek colonists in Southern Italy who this roll while the Play of Adriatic Roman player wins (see Sudden
feared the growing strength of Rome. Pirates (50) allows the naval Death below).
The direct cause of the conflict was the movement of 3 CUs without a need to • The strategy deck is thinned to
placement of Roman garrisons and roll on the attrition table. Because of include only those cards listed below.
warships around the Tarentine Gulf in the limited number of Generals in the The remaining strategy cards are set
violation of an outdated treaty with the game, a player may move forces from aside and take no part in this scenario.
Greek colony of Tarentum. The one friendly port to another friendly
Tarentines responded quickly by port without the need of a General, but

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