Xxithe Naval Wonder Weapon 1943-1945
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XXITHE NAVAL WONDER WEAPON 1943-1945 RULES of PLAY Design Steven Cunliffe TABLE OF CONTENTS Development Russ Lockwood 1.0 INTRODUCTION Art & Layout 2.0 GAME COMPonEntS And TERMS Mark Mahaffey 3.0 SEQUEncE OF PLAY 4.0 DRAW PHASE Production Stephen Rawling 5.0 ALLOCAtion PHASE 6.0 BOMbing DEVASTAtion PHASE Editing Jack Beckman 7.0 MoVEMEnt PHASE 8.0 XXI ConStruction PHASE Playtesting 9.0 BAttLE PHASE Dan Burkley Dennis Shorthouse 10.0 Grinding WAR PHASE 11.0 REPAir PHASE 12.0 End PHASE 13.0 GAME SET UP 14.0 HoW to Win LANDSKNECHT PUBLISHING SERVICES, Inc. Part # GA2018R4 15.0 OPtionAL RULES Printed in the USA Copyright © 2020 Steven Cunliffe 16.0 DEVELOPER NotES And PLAY BALAncE 2 XXI Rules of Play 1.0 INTRODUCTION READ THIS FIRST XXI: The Naval Wonder Weapon 1943-1945 is a solitaire game that We’ve organized the overall structure of the rules of this LPS simu- places you in charge of building a fleet of war-winning submarines: the lation game to follow this game’s sequence of play in introducing Type XXI U-boats. Construction of these large, complex, and resource- concepts. The rules themselves are written in a format known as the and manpower-intensive submarines requires a radical transformation in Case System. This approach divides the rules into Modules (each of shipbuilding techniques. which deals with a major important aspect of play). Modules are You must figure out how to coordinate the accumulation of hulls, systems, numbered sequentially as well as possessing a title. Each Module is crew, and other resources from factories and training bases spread all over divided into Sections (that deal with a major sub-topic inside the Germany to make the XXI U-boat flotillas. With sufficient numbers, you Module) which are also numbered sequentially. Modules and Sec- can launch an all-out submarine offensive to cripple the Western Allies. tions are introduced by some text that briefly describes the subject covered by that particular Module or Section. Finally, the majority But those resources are scarce, Allied bombers devastate transportation of each Section consists of Cases. These are the specific, detailed rules lines, and ground forces steadily advance from east and south as the Western that govern play. Each Case is also numbered sequentially. The Allies prepare for a cross-channel invasion. If you can defy such odds, no numbering follows a logical progression based upon the number of doubt the Western Allies will be most generous to obtain such technology the Module of which the Cases are a part. A Case with the number when the Reich finally crumbles into oblivion. 7.5.1, for example, is the first Case of the fifth Section of the sev- enth Module of the rules. The numbering system is designed as an 2.0 GAME COMPONENTS AND TERMS organizational aid. Use it to determine where a Case is located in A complete game of XXI: The Naval Wonder Weapon 1943-1945 consists of: the rules. • This rules booklet • One 17″ x 22″ game map 3.1.4 This example is the number of the fourth Case of the first • 88 counters Section of the third Module of the rules. Players will also need at least one six-sided die to play the game, although multiple six-sided dice are preferable. Learning to Play the Game Begin by familiarizing yourself with all of the components listed for Game scale is one month per turn. U-boat counters represent flotillas. this game. Then skim through the charts and rules, reading all the Allied convoy counters represent the resources needed to mount the D-Day titles of the Modules and Sections. Set up a game scenario or portion invasion and advance across France. The Allied Army counters are roughly of a scenario (after reading the applicable Module) and play a trial equal to Army Groups. Markers represent various abstractions of resources, game against yourself. During this trial game, try referring to the bombing efficiency, and more. rules only when you have a question and remember the numbering system we employ makes it easy to look up rules when you do. While 2.1 Unit Counters a trial game may take you an hour or two, it is the quickest and 2.1.1 Type VII U-boat Flotillas The two Type VII counters most pleasant way to learn (short of having an experienced friend represent the workhorse of the German submarine fleet. The teach you). We also don’t recommend attempting to learn the rules third counter is optional (Case 16.1.3). By mid-1943, Allied word-for-word. Memorizing all the details is an effort that few can countermeasures rendered them vulnerable. All Type VIIs do. We’ve written these rules to be as comprehensive as possible, but have a combat value of 2 for Engine, Silence, Attack, and Defense on both they are not designed to be memorized. Taking in the rules in this their Full-strength and Depleted sides. way (as you play along) is the best approach to mastering this game. When a full-strength Type VII takes a hit, flip it over to its We’re always open to suggestions on how to improve the comprehen- Depleted side. When a Depleted Type VII takes a hit, the sion of our rules. Write to us (see addresses below) if you have an idea counter is eliminated from play and placed in the Scrap Pile. on how we can communicate better with you. Eliminated Type VII counters never get placed in the Counter Draw Pile but may be used as a marker on the Gotterdammerung Turn If any of the supplied parts are missing or damaged, write to: Record Track (GTR). Against the Odds Magazine, PO Box 165 2.1.2 Type XXI U-boat Flotillas The five Type XXI counters Southeastern, PA 19399-0165 USA represent an ever-improving, advanced U-boat design. The Attn: XXI combat values change from model to model, as noted on the Or e-mail us at: [email protected] Model Development Track (MDT), but all counters will use the combat values of the most recently constructed model. We hope you enjoy this game. Should you have any difficulty interpreting the rules, please write to us at the above postal When a full-strength Type XXI takes a hit, flip it over to its address, or send an e-mail to: gamesupport@atomagazine. Depleted side. When a Depleted Type XXI takes a hit, the com, phrasing your questions so that a simple sentence, word, counter is eliminated from play and placed in the Scrap Pile. or number can answer them. If you send a letter by mail, you Eliminated Type XXI counters never get placed in the must enclose a stamped, self-addressed envelope to receive a Counter Draw Pile but may be used as a marker on the Götterdämmerung reply. We recommend e-mail as the best way to resolve a query. Turn Record Track (GTR). Although we welcome comments and suggestions about the game’s interpretation of events, we cannot promise to respond 2.1.3 Allied Convoys Seven Allied Convoy counters begin to questions on theory or design intent. Additionally, check the game in the CDP. The eighth (+6) counter is optional out the Against the Odds and Sea Monsters! discussion folders at (Case 16.2.3). The number printed on the counter is its www.consimworld.com. defense against submarine attacks; the U-boat needs to roll that number or higher to sink the convoy. XXI Rules of Play 3 2.1.4 Allied Army 2.2.5 Heavy Anti-Aircraft 2.4.2 Ingenieurbüro Glückauf Display All eight Allied Defenses Printed with AA gun (IGD) The Ingenieurbüro Glückauf Display Army counters icons, these two optional represents the elaborate bureaucratic apparatus begin the game in counters enable the player to set up by Reich Minister Speer and Grand the CDP. In the Grinding War Phase (Module defend against Allied air bombardments (Case Admiral Dönitz to manage construction of 10.0), each army on the map rolls 1d6. If any one 16.1.6). the new submarine fleet. Its 12 numbered of the die rolls is a 6 or higher, advance all Army boxes hold Transport Points available during counters one space up the Grinding War Track. 2.2.6 Priority Transport for the turn. Printed with Train icons, these 2.4.3 Prototype U-boat Pen The Prototype 2.2 Resource Counters three optional counters enable U-boat Pen box holds the Type XXI flotilla These counters represent various on-going the player to cut through red- counters until a U-boat flotilla is constructed aspects of the production effort. tape and get his other resources moved as a and placed in the Valentin U-boat Shelter. priority on the overloaded German river and 2.2.1 Hull Sections Printed Type XXI flotilla counters eliminated during rail networks (Case 16.1.8). with Hull [square] icons, these combat are permanently removed from the game. 16 counters represent the mass- 2.3 Markers produced, pre-fabricated hull 2.3.1 Available Transport 2.4.4 Götterdämmerung Turn Record Track sections produced far inland that needed to be Points This marker for the (GTR) Each box represents one month. transported and welded together in the Ingenieurbüro Glückauf Unlike most wargames, XXI does not contain shipyards to make the submarines. Hull Display (IGD) tracks how many a turn record counter. Instead, counters from Section counters are color- and letter-coded to Transportation Points the player received for the Scrap Pile are used to mark the game turns help you determine starting hubs and how the turn and how many remain as the player used.