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AC Adv Battle Rules May 4 2021
AC Adv Battle Rules May 4 2021
AC Adv Battle Rules May 4 2021
B a t t l e R u l e s
A t l a n t i c C h a s e
Table of Contents
page section
1 ADDING ADVANCED BATTLE RULES
1 ADVANCED BATTLE SEQUENCE
2 SNAFU CHECK
3 ATTITUDE
5 GUNNERY
7 SPECIAL EFFECTS
9 TORPEDO
10 MANEUVER
11 LINGERING EFFECTS
12 BREAK AWAY
13 LAST ROUND
14 DISENGAGEMENT
14 OPTIONAL RULE
New features.
What do the advanced rules add?
The Advanced Battle Rules paint a more evocative picture of tactical encounters between
ships. This is accomplished by the addition of several new features:
3. Torpedo step torpedo-capable ships in the Close or Near zone may attack
targets in the Close or Near zones
4. Maneuver step ships may move to an adjacent zone, slowest ships first, in
the direction of their attitude arrow, or they may perform Pursuit
5. Lingering Effects step check ships with Special Effects
6. Break Away step individual ships may attempt to exit the Battle
Snafu Check.
What is the Snafu Check?
During set-up, the Active player makes a Snafu Check. Roll two dice and add the numbers rolled
to make a sum. There are no modifiers. Locate the sum on the Snafu Check table printed on the
Advanced Battle Rules player aid (refer to the appropriate weather column, Good or Bad). The
results are explained on the table itself. The following is for clarification:
WHICH PLAYER? Several results on the Snafu Check table randomly award the benefit of the
result (usually the benefit allows the beneficiary to make a choice). To determine which player
enjoys the benefit (and thus chooses who is affected), roll a die: if the number rolled is EVEN,
the Active player gains the choice, but if ODD the target or inactive player gets it.
Confusion ? The player who is awarded the Confusion marker keeps it nearby and
CONFUSION may use it once during the Battle. If used during the Gunnery step, the
posessor may transfer a Hit or Special Result from one of their ships to
another of their ships (not to the enemy). This must be done at the
moment the Hit or Special Result is scored (you can’t wait to see what the
Special Result will be). If used during the Maneuver step, the posessor
may momentarily take control of one enemy ship, at the moment that ship
has an opportunity to move (the posessor of the Confusion marker
decides to move it, not move it, produce Smoke, or not, etc.). If used
during the Attitude step (at the end of the step), the posessor of the
Confusion marker may determine the Attitude of one enemy ship.
Mechanical Distress The ship designated to enter late, during Round Two’s Lingering Effects
step, must be in the Active Task Force that triggered the Battle (that is, it
must be in the TF that performed the Engage action).
No Radar The player who is awarded the selection, may select any enemy ship on
R
A O
the Battle Board after set-up (before Round One). That ship’s gunnery
A
R N
D
Boiler Room The ship designated to enter late, during Round One’s Lingering Effects
step, must be in the Active Task Force that triggered the Battle (that is, it
must be in the TF that performed the Engage action).
Fog Fog affects both players (anyone who attempts Break Away). Flip the Last
g
fo Round marker over as a reminder that Fog is in effect.
Unexpected Bearing Each of the target or inactive player’s ships may be assigned any Attitude.
Open Arc Each of the Active player’s ships may be assigned any Attitude.
Good Visibility Place the Last Round marker in the Round Four box.
Poor Visibility The adverse gunnery modifier applies to all ships on the Battle Board,
except those at Point Blank range. It does not affect torpedo attacks,
except when the attacker is in the Near zone and its target is also in the
Near zone (apply a -1 modifier).
Acquiring
s
2/0
NG
RE
Duke ofagYork
UI
NI
ed
N
Q
BC 4/2
RU
AC
Strasbourg
2
da
f
BB
The British CL is
3
closing
Closing
CL
1Galatea
G
IN
OS
CL
0/-1
f
BC 3/2
The German BC is
2 Gneisenau
acquiring
f
Acquiring
Closing
1/1
f
RE
The German CA is
Hipper
UI
Q
closing
AC
CA
1
G
IN
OS
CL
Acquiring
RE
UI
Acquiring column When performing Gunnery, use the Acquiring column on the Gunnery Table (on
the Advanced Battle Rules player aid). If Damaged or a special effect is
attached, however, it may not use the Acquiring column but it may split its GV
(if GV is 1 or more).
Splitting Gunnery When performing Gunnery, the ship may target two enemy ships instead of
one. If it does this, do not use the Acquiring column on the Gunnery Table, use
the Closing/Running/Splitting column instead. Splitting requires a gunnery
value (GV) of 1 or more (at that range), and both targets must be at the same
range. A portion of the GV must be assigned to each of the two targets (a
“portion” may not be lower than zero). Each target is attacked separately,
rolling for each and checking the result of each on the Gunnery Table. A GV of
zero may not be split, but a GV of 1 may be split into two attacks, 1 GV & 0 GV.
No Torpedo During the Torpedo step, the ship may not attack.
No Maneuver During the Maneuver step, the ship may do nothing (no Smoke).
SM
O
K
No Break Away During the Break Away step, the ship may not Break Away.
E
Closing
G
IN
Closing column When performing Gunnery, use the Closing/Running/Splitting column on the
Gunnery Table (on the Advanced Battle Rules player aid). It may not split its
attack.
Torpedo During the Torpedo step, the ship may attack a target in the Near or Close
zone. To attack, the attacking ship must be in the Near or Close zone.
Maneuver During the Maneuver step, the ship may move into the adjacent zone, in the
SM
direction of its arrow (into the zone closer to the enemy). It may not produce
O
K
Smoke.
E
No Break Away During the Break Away step, the ship may not Break Away. If one or more of
your ships is in the Near or Close zone, a -2 modifier is imposed on your oppo-
nent’s Break Away attempt (-1 for being in the Near zone and another -1 for
being in Closing attitude). The -1 for Closing attitude only happens if the Clos-
ing ship is in the Near or Close zone.
Running
NG
Running column When performing Gunnery, use the Closing/Running/Splitting column on the
Gunnery Table (on the Advanced Battle Rules player aid). It may not split its
attack.
Torpedo During the Torpedo step, the ship may not attack. If targeted, the enemy’s
attack is adversely influenced by a -2 modifier.
Maneuver During the Maneuver step, the ship may move into the adjacent zone, in the
direction of its arrow (into the zone away from the enemy). It may also produce
Smoke, but it may not Pursue. 10
Break Away During the Break Away step, the ship may attempt to Break Away.
Gunnery columns. 6
or less
splash splash
Gunnery modifiers. 12
or more
Are the modifiers the same?
Yes, except there is a new modifier for a Stopped ship. “Stopped” is a speed that is imposed on
a ship as the result of a special effect.
Special Results.
On the new Gunnery Table, what do “S.R.” and “C.R.” mean?
Splash and Hit results remain the same, but there are two new results: Severe Result (S.R.)
and Catastrophic Result (C.R.). When either of those results are garnered during Gunnery, the
attacking player immediately rolls two dice and consults the Severe Result table or the Cata-
strophic Result table. There are no modifiers, but locate the sum of numbers rolled in the appro-
priate range column. A legend of results is printed on the player aid.
Belt Ordnance penetrated the hull, or the deck near the hull. Immeditely roll
two more dice and add the numbers rolled to make a sum. There are no
modifiers. Locate the sum on the Belt Table printed on the player aid.
Depending on the severity of the special result (severe or catastrophic),
find the result either in the Severe or Catastrophic column.
Exagerrated Report Although spotters initially reported severe damage to the target,
the attack was not severe. The result is a Hit .
False Report Spotters were wrong. The result is Splash (no Hit and no special effect).
Superstructure Ordnance penetrated above the hull and deck. If the attacking ship’s
gunnery value (GV) is zero or less, there is no special effect. Instead, the
attack results in a Hit . If the attacking ship’s GV is 1 or greater, immed-
itely roll two more dice and add the numbers rolled to make a sum. There
are no modifiers. Locate the sum on the Superstructure Table printed on
the player aid. Depending on the severity of the special result (severe or
catastrophic), find the result either in the Severe or Catastrophic column.
Waterline Ordnance penetrated the hull near the waterline. Immeditely roll two more
dice and add the numbers rolled to make a sum. There are no modifiers.
Locate the sum on the Waterline Table printed on the player aid. Depend-
ing on the severity of the special result (severe or catastrophic), find the
result either in the Severe or Catastrophic column.
BC
2
The British BC is
Closing. It attacks
Hood
the German BB at
Extreme range.
-1
0/
s
3/1
ed
k
ol
ag
mff
Three dice are
daSu
CA
f
rolled.
1
3
The British CA is
Acquiring. It attacks
A ‘1’ and a ‘4’ are the the German BB at
Extreme range.
lowest two, so the CA 1/0
sum is 5... Suffolk
1 f Three dice are
...modified by +1 rolled.
(GV of 1),
which makes the
sum 6...
A ‘3’ and a ‘4’ are the
...and the result is lowest two, so the
SPLASH. sum is 7...
2
The German BB is Acquiring. It splits
its GV of ‘2’ to attack both British ships,
applying ‘2’ to the BC and ‘0’ (zero)
against the CA.
A ‘3’ and a ‘4’ are the Three dice are rolled against Two dice are Because the
lowest two, so the the CA. rolled on the attacker’s GV is
sum is 7... Severe Result zero, the result is
table... a Hit.
...modified by +2
(GV of 2),
which makes the A ‘5’ and a ‘6 are the lowest
sum 9... two, so the sum is 11...
A 6, garnering a The British CA is
S.S. result. damaged.
...and the result is ...and the result is
Hit. S.R.
Bridge Bridge
no gunnery Each Battle Round, the owning player must choose one or the other penalty for this
Bridge ship: no gunnery, or stopped. This selection must be made immediately, and lasts
stopped until the start of the Lingering Effects step. At the start of each Lingering Effects step,
you must make the selection again, until the ship is sunk or the special effect is
repaired.
Damage Control: During the Lingering Effect step, if the player opts for Damage
Control, they must target this special effect and no other.
Damage to the command bridge of a ship could greatly limit a ship’s performance. Having to choose
between movement and gunnery reflects inherent damage control efforts to ameliorate or work
around the damage suffered on the bridge.
Com
mun
icati
ons
Communications
During each Attitude step, the ship suffers a Hit .
The ships represented in this game were large, and even the smallest cruiser was operated by several
hundren men. Its performance relied on training and experience, and was predicated on communica-
tion from command to individual stations located throughout the vessel. This effect represents severe
disruption to communications, diminishing command’s ability to deal with damage or even compre-
hend its extent.
ship already has the Fire (very Slow) special effect, remove the Fire (very slow) and
keep this one. If it already has the Fire (stopped) special effect, it suffers a Hit .
A fire on a ship could spread, and even when affecting only a portion of a vessel, its crew could be so
occupied in dealing with the fire that the ship could become virtually inoperable.
ship already has a Flooding (very Slow) special effect, remove the Flood (very
slow) and keep this one. If it already has the Flooding (stopped) special effect, it
suffers a Hit instead.
Few ships could withstand catastrophic flooding.
Magazine
The ship is Damaged (if already Damaged, it is sunk).
Ships carried considerable quantities of explosives, and when a fire or exploding ordnance ignited
such a store, the result could be catastrophic.
Sunk
The ship is destroyed. Remove it from play.
Turret
-2 g.v.
Turrets
all ranges When this ship performs Gunnery at any range, modify the sum of numbers rolled by
-2. If the ship also has the Batteries special effect, attacks at short and point blank
range are modified by -4. This special effect may not be repaired during the Lingering
Effects step.
of dice...
ble
W.L. Waterline Ta
The modifiers are... Severe
dice Result
none. ...the sum is an 8, (2d6)
CL
1
g very slow
8-12 Floodin
f
Flooding
very slow
...the sum is a 9,
ed K
o
rp AC
ToATT
Flooding
o
NO
ed
very slow
rp
To
Advanced Maneuver.
Is the Maneuver step different in the Advanced Battle Rules?
There are two additional rules governing the Maneuver step: Movement in the direction of a
ship’s arrow, and Pursuit (see below).
Directional movement.
What is different about moving a ship in the Advanced Battle Rules?
A ship may only move in the direction of its arrow. This means that a Closing ship direction
may only move towards the enemy, while a Running ship may only move away arrow
from the enemy. An Acquiring ship may not move.
Stopped.
Can a stopped ship Maneuver?
No. Stopped is a speed rating The CA may move
into the Close zone. BC 3/2
imposed on a ship by a special
2 Gneisenau
1/1
effect. When stopped, a ship
f
f
Hipper
may not: move, produce Smoke,
nor Pursue. During the Attitude
CA
The CA may not
1
step, it may not change attitutde. The BC may not
move into the Far move.
It may not make torpedo attacks zone.
but it may perform gunnery. It
may not Break Away.
Pursuit.
What is Pursuit?
A Closing attitude ship in the Near or
Close zone may forfeit movement to pull
m
Malaya
BB
Instead of moving,
the German BC
Smoke. performs “Pursuit,”
pulling the British
Only Running ships may produce (but
BB into the Near
not if Stopped). Only Running ships may
3/2
zone.
2 Scharnhorst
Fire (stopped) Replace the Fire (very slow) special effect with the Fire (stopped) special
effect.
Fire (very slow) Replace the Fire (stopped) special effect with the Fire (very slow) special
effect.
Flooding (stopped) Replace the Flooding (very slow) special effect with the Flooding
(stopped) special effect.
Flooding (very slow) Replace the Flooding (stopped) special effect with the Flooding (very
slow) special effect.
Hit and no change The Fire (stopped) remains, and the ship suffers a Hit.
Sunk The ship is destroyed. Remove the ship marker from play.
Running only.
Does attitude affect Break Away in the Advanced Battle Rules?
Yes, only ships with Running attitude may exit, which means only they may attempt Break Away.
Individual ships or groups.
Can an individual ship attempt break away?
Yes. Unlike the basic rules where all of a player’s ships STOPPED: A stopped ship may not
have to exit together, in the Advanced Battle Rules a attempt Break Away, nor may it
single ship may attempt Break Away. Also, a group of Break Away via spending an Eva-
ships may attempt Break Away, but to form such a sive Maneuvers marker. 10
group all of the ships must be in the same zone and
share the same speed. Each Group may attempt Break Away.
Partial Exit: When a ship exits due to a successful Break Away attempt, place it on the Task
Force Display. When the other ships exit in a later Battle Round, or when the Battle ends, those
other ships will join them on the Task Force Display. Exited ships must be placed in the box
corresponding to their Task Force.
-1
3/2
Extending Battle.
un t
d
Ro Las
What extends Battle into an Extra Round? ttle
Baound
There are two conditions that add an additional Battle Round, and they are cumu- R
lative. That is, if both conditions are satisfied, Battle is extended two Extra Rounds:
1 Round Naval Search result was Skirmish , AND 1 or more ships are Running at end of first
Round.
2 Rounds Bad Weather, AND 1 or more ships are Running at end of second Round, OR,
Naval Search result was Skirmish , AND no ships are Running at end of first Round,
OR,
Naval Search result was Skirmish , AND Good Weather, AND Snafu Check result-
ed in Good Visibility, AND 1 or more ships are Running at end of first Round.
3 Rounds Bad Weather, AND no ships are Running at end of second Round, OR,
Good Weather, AND 1 or more ships are Running at end of third Round.
Naval Search result was Skirmish , AND Good Weather, AND Snafu Check result-
ed in Good Visibility, AND no ships were Running at end of second Round.
4 Rounds Good Weather, AND no ships were Running at end of third Round, OR,
Good Weather, AND Snafu Check resulted in Good Visibility, AND 1 or more ships are
Running at end of fourth Round.
5 Rounds Good Weather, AND Snafu Check resulted in Good Visibility, AND no ships were
Running at end of fourth Round.
Oil Remove the special effect from the ship, and then
Oil attach an Oil marker to the ship. That Oil marker
e
iv
remains attached until the conclusion of the scenario or Oil
s
va
until the ship is sunk or completes in port. It has no
E
effect on the ship itself, but it prohibits its Task Force
from gaining an Evasive Maneuvers marker.
Repair Remove the special effect (or No Radar marker) from the ship.
Scuttle The ship is destroyed (sunk). Remove the ship marker from play. If playing a
mini-scenario, a Scuttle result is equivalent to being sunk during the scenario.
No Radar
As indicated by the Snafu Table, when this Snafu result is applied to a ship, that ship suffers a
Gunnery Value modifier of -2 at Extreme Range and -1 at Long range. This penalty is perma-
nent, unless removed during Disengagement. Roll 2d6, and if the sum of numbers rolled is
10-12, remove the penalty (if 9 or less, it remains until the next opportunity to remove it during
another Disengagement).
O P T I O N A L R U L E
When performing a Disengagement Check, the German player must roll three dice, selecting
the two lowest numbers rolled to make their sum. Use that sum on the Disengagement table.
The British player rolls two dice when making their Disengagement checks.
EXCEPTION: The German player may ignore this rule if one or both of the following conditions
apply. Condition ONE: The Battle took place in a space within two hexes of a friendly port or air
base (weather does not matter). Condition TWO: The Battle took place in a space occupied by
a U-Boat marker or another German Task Force Station.
or less
10-11 Fire very slow Fire stopped
very slow target +2 splash
12 Fire stopped Sunk W.L. W.L.
slow target +1
Modifiers
into/out of smoke -1 Belt Belt Table no modifiers stopped target +3
gunnery value (gv) ? Severe Catastrophic +2
dice very slow target
(2d6) Result Result
Legend of Effects slow target +1
splash Splash 2-4 Rudder Out Flooding very slow
attack from Near -2
No effect. 5-6 Turrets Magazine
Hit Running target -2
Target suffers one Hit. 7-9 Fire very slow Fire stopped
Severe Result 10-12 Fire stopped Turrets OPTIONAL
Target suffers a severe special
result. Roll 2d6 and consult
the Severe Effect Table. If
W.L. Waterline Table no modifiers Optional Stealth Attack:
If a or result
Convoy or Squadron, dice Severe Catastrophic is garnered on the Stealth
(2d6) Result Result Attack Table, treat as an
Catastrophic Result S.R. or C.R. Waterline
Target suffers a catastrophic 2-5 Rudder Out Fire very slow special effect result:
special result. Roll 2d6 and
consult the Catastrophic 6-7 Flooding stopped Flooding very slow
Result Table. If Convoy or
Squadron, 8-12 Flooding very slow Flooding stopped