Rules English.Qxp:Steel Wolves Final 12/6/10 12:30 AM Page 1 Steelwolves Rules English.Qxp:Steel Wolves Final 12/6/10 12:30 AM Page 2
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SteelWolves_Rules_English.qxp:Steel Wolves Final 12/6/10 12:30 AM Page 1 SteelWolves_Rules_English.qxp:Steel Wolves Final 12/6/10 12:30 AM Page 2 Copyright © 2010, Compass Games, LLC., All Rights Reserved TABLE OF CONTENTS [1.0] INTRODUCTION [9.0] READY SUBMARINES PHASE [19.0] EVENTS [19.1] Transit Events [1.1] How to Read these Rules [10.0] REPAIR PHASE [19.2] Combat Events [2.0] GAME COMPONENTS [11.0] PREP FOR OPERATIONS PHASE [2.1] The Game Map [20.0] SPECIAL MISSION ZONES [12.0] PATROL MOVEMENT PHASE [2.2] Game Charts and Tables [21.0] BASES [2.3] Playing Pieces [13.0] SEARCH AND CONTACT PHASE [21.1] Forward Bases [2.4] Combat Displays [13.1] Activity Determination Step [21.2] Submarine Tenders [2.5] Scale [13.2] Search and Contact Procedure [21.3] Supply Ships [2.6] Conventions [13.3] Wolfpack Formation [22.0] CONGREGATING RISK [3.0] SETTING UP THE GAME [14.0] COMBAT PHASE [23.0] SPOTTED EFFECTS [3.1] The “War Mix” [14.1] First Attack Round [3.2] Other Cups [14.2] Counterattack Round [24.0] WOLFPACKS [3.3] Marker Set Up [14.3] Withdrawal [24.1] Wolfpack Formation [4.0] SEQUENCE OF PLAY [14.4] Re-Attack Rounds [24.2] Wolfpacks and Combat [14.5] Ace Skipper Determination [25.0] ACE SKIPPERS [5.0] WAR EVENT PHASE [14.6] Sub vs. Sub Combat [6.0] TORPEDO IMPROVEMENT PHASE [14.7] Endurance Check [26.0] MINELAYING [14.8] Clean-Up [6.1] Other Axis Torpedoes [27.0] SURFACE GUNNERY COMBAT [15.0] TRANSIT MOVEMENT PHASE [7.0] THE INTELLIGENCE PHASE [28.0] TASK FORCES, SPECIAL [15.1] Deployment [7.1] B-Dienst Areas CONVOYS, and LONERS [7.2] B-Dienst Level [15.2] Return to Base (RTB) [7.3] Enigma [15.3] Transit Routes with a ‘2’ [29.0] CONVOY STRAGGLE [7.4] Weather [15.4] Transit Encounters [7.5] Aerial Reconnaissance [16.0] CONCLUDE TURN PHASE [8.0] SUBMARINE REINFORCEMENTS [17.0] WAR PROGRESS PHASE PHASE [18.0] DAMAGE [8.1] Inexperienced Crews © 2010 Compass Games, LLC 2 SteelWolves_Rules_English.qxp:Steel Wolves Final 12/6/10 12:30 AM Page 3 STEEL WOLVES : T HE GERMAN SUBMARINE CAMPAIGN AGAINST THE ALLIES - V OL . 1, 1939-1943 • Special Mission Zone (SMZ): Small circular area without an AAC, [1.0] INTRODUCTION that points to one or more OpAreas. There is often richer hunting in Steel Wolves is a solitaire simulation of the German submarine war these zones, but at a higher risk. They are also the only places against the Allies during the 1939 to early 1943 period of the Second where minefields may be laid. They can also be “friendly” zones, World War. The scenarios allow the player to recreate various stages of containing supply ships or submarine tenders. the war or the entire campaign. In these scenarios, the player takes on • Transit Zone: Three SMZs are also Transit Zones (English Channel, the role of Befehlshaber der U-Boote (BdU), deploying available Bay of Biscay, and Gibraltar). They must be crossed, usually at submarines in order to attack the Allied navies and merchant fleets. higher risk, in order to move between the OpAreas or OpAreas and Additionally, there are patrol games consisting of single submarine Bases connected by them. patrols, and convoy scenarios with Wolfpack attacks. • Neutral Port: Small square areas in Spain where Germany was able to maintain “interned” supply ships from which U-Boats could refuel [1.1] How to Read these Rules so long as they remained out of official view of Franco’s authorities. To help you quickly familiarize yourself with the game, a detailed sequence of play has been created. The rules follow this sequence: Set [2.11] Transit Routes up the game, and follow the sequence of play to get an overview of All OpAreas are linked by transit routes, a series of lines that delineate game events. Then, begin the game, referencing the rules as you go. It movement for submarines. Some transit routes have a circled ‘2’ on is recommended for new players to first play a patrol game and convoy them. Movement between the two OpAreas in such a case costs 2 scenario before proceeding to play a campaign game. Certain rules movement points, and patrol movement is prohibited. Units that can apply to all submarines, and other rules only apply to German U-Boats. only move at speed ‘1’ may move across such a route only if in Return If the rule says “submarine” it applies to all. If the rule says “U-Boat” it to Base (RTB) status. only applies to German submarines. [2.12] East vs West The map has a dashed line running North to South. See [30.2]. In War [2.0] GAME COMPONENTS Periods 3, 4, and 5, all convoys generated in “West” waters use the West Inner and West Outer cups. Certain War Events can specify that Steel Wolves has the following components: units in specific OpAreas or SMZs draw from different cups. • One 22” x 34” Game Map [2.13] Area Activity Charts • Four Combat Displays Each OpArea has an Area Activity Chart (AAC) which provides the • Three Base Displays (backed with Sense of Scale Displays) following information about the area: • One Counter and Map Explanation Card • One Sequence of Display Card (Backed with Silent War SoP) • Printed along the top is the geographic group to which the OpArea • One Charts and Tables Card belongs. • One Victory Point Table Card • Printed vertically along the side is the name of the individual OpArea. • Twelve Counter Sheets • A submarine icon indicates that enemy submarines may be • One Rules Book encountered in the OpArea [14.6]. The pale icons in Cape Verde and • One Scenario Book West Africa are only active if optional political rule [36.63H] is in effect. • One Master Submarine Reinforcement List • A graphic table indicates merchant density and ASW danger in the • One Task Force, Submarines, and Other Cups List OpArea by means of color coding. A red dot in a box indicates that • Two Ten-Sided Dice the base color is used for merchant density but the box is considered • One Box and Lid Set red for purposes of ASW counterattack on a submarine and for Transit Event Checks [19.1]. Note: Players must supply up to fourteen opaque cups depending on • An aircraft icon indicates that land based air can be encountered in scenario played . the OpArea during the applicable War Period. If the icon is solid, air cover is “heavy”. If the icon is outlined, air cover is “light”. Note: An [2.1] The Game Map SMZ connected to an OpArea with light aircover is considered to The map portrays the Atlantic Theater of Operations and contains have heavy air cover. graphic representations of submarine transit routes and areas where submarines conducted operations and special missions, as well as a [2.2] Game Charts and Tables number of displays and charts necessary for play. There are five types There are a number of charts and tables in Steel Wolves, some printed of play “Areas” on the map: on the map and others on separate cards. • Submarine Base: Represented by a hexagon and a port (anchor) symbol. [2.3] Playing Pieces • Operations Area (OpArea): Large circular area containing an Area There are several different types of pieces in the game. Submarine, Activity Chart (AAC). An Operations Area is divided into an aircraft, and ship illustrations are not to scale with each other: Operating section (top) for the submarines conducting combat in that A. SUBMARINES Area and a Done section (bottom) for submarines which have Every Axis submarine that participated in the Battle of the Atlantic is completed their turns. When a submarine is in the Done section it represented by its own playing piece. There are also some optional may not conduct any activity until the following turn. submarines and several enemy (Allied) submarines. There are two © 2010 Compass Games, LLC 3 SteelWolves_Rules_English.qxp:Steel Wolves Final 12/6/10 12:30 AM Page 4 STEEL WOLVES : T HE GERMAN SUBMARINE CAMPAIGN AGAINST THE ALLIES - V OL . 1, 1939-1943 sides to every submarine: Transit side and Patrol side. tonnage rating, defense rating, and an anti-submarine (ASW) rating. Some also have a name and/or an availability date or period printed on Transit Side: The Transit side has the name and class name of the them. The back of all non-submarine Allied surface units has a Red submarine plus the following information and ratings: Ensign or a White Ensign for fog-of-war purposes. The majority (but not • Entry Date: The date in which the submarine arrives in the game all) of the Red Ensign marked units are merchants, and the majority of (W/S means at “War Start”, 9/39). Some Allied submarines are White Ensign units are naval units. marked with a War Period to indicate when they are added to the • Type: The general type of ship such as BB for Battleship, CV for mix. Some Soviet submarines are marked “Barb” to indicate they Carrier. Following is a complete list of ship types used in the enter play when Barbarossa occurs. A few submarines (and game: surface units/aircraft) are marked with ‘Evnt’ and enter play as a result of a War Event. Naval Units • Speed: The number of OpAreas that a submarine may move in a CV – Aircraft Carrier single turn while in transit mode. CVE – Escort Carrier • Range: The maximum number of OpAreas that a submarine may ACV – Auxiliary Carrier (reclassified CVE in July 1943) be from any friendly Base at any time.