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Detailed Setup and Sequence of Play for The Hunters: German U-Boats at War. After attempting to play through my first game I got tired of flipping through the manual looking for play specific information and searching for charts. So I put this together so the game could flow easier while I play. Print the guide, sort, and staple into separate packets. Most are 1 page, but other packets are 2 or more pages. So when you roll for a patrol you gather all the appropriate packets and put them together in order. For example, you enter the First British Isles Travel Box and you roll for an encounter. The result is a “Ship + Escort” Encounter. You would find the following packets: Ship + Escort Encounter Procedure, Log Sheet Procedure, Combat Procedure (Escort Present), Escort Encounter Procedure, Additional Round of Combat Procedure (with previous Escort), and possibly the “Aircraft Encounter Procedure”, the "Following Procedure" and Scuttling Procedure. You stack all these in order and then proceed with that particular encounter. General overview for the Detailed Sequence of Play 1. Determine Patrol Assignment: Refer to [P1] U-Boat Patrol Assignment. 2. Conduct Patrol – [E1] Encounter Chart. a. Complete all steps prior to determining encounter. b. Determine encounter. (May need Random Event Procedure and Special Missions Procedure). c. If Aircraft Encounter – you will need the following packets: i. Aircraft Encounter Procedure. ii. Escort Encounter Procedure. iii. Repair Procedure. iv. Scuttling Procedure. d. If Ship, Two Ship, Tanker Encounter (Unescorted) – you will need the following packets: i. Ship Encounter Procedure, Two Ship Encounter Procedure, OR Tanker Encounter Procedure. ii. Log Sheet Procedure. iii. Combat Procedure (No Escort Present). iv. Additional Round of Combat Procedure (No previous Escort present). v. Escort Encounter Procedure. vi. Aircraft Encounter Procedure. vii. Repair Procedure. viii. Scuttling Procedure. e. If Ship, Two Ship, Convoy, Capital Ship (All with an Escort) Encounter – you will need the following packets: i. Ship + Escort, Two Ship + Escort, Convoy, OR Capital Ship Encounter Procedure ii. Log Sheet Procedure. iii. Combat Procedure (Escort Present). iv. Escort Encounter Procedure. v. Additional Round of Combat Procedure (with previous Escort present). vi. Following Procedure. vii. Aircraft Encounter Procedure. viii. Repair Procedure. ix. Scuttling Procedure. 3. Upon completion of the Encounter – go to the next Travel Box and repeat Step 2 until reaching the final “on station” Travel Box and decide if the U-Boat should resupply at sea (Resupply at Sea Procedure) or proceed all the way to the last Travel Box. 4. Once completing the last Travel Box Encounter move U-Boat marker into the Refit Box. 5. Complete Refit U-Boat Procedure (you will also need the Repair Procedure and Log Sheet Procedure packets.)

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Page 1: The hunters

Detailed Setup and Sequence of Play for The Hunters: German U-Boats at War. After attempting to play through my first game I got tired of flipping through the manual looking for play specific information and searching for charts. So I put this together so the game could flow easier while I play. Print the guide, sort, and staple into separate packets. Most are 1 page, but other packets are 2 or more pages. So when you roll for a patrol you gather all the appropriate packets and put them together in order. For example, you enter the First British Isles Travel Box and you roll for an encounter. The result is a “Ship + Escort” Encounter. You would find the following packets: Ship + Escort Encounter Procedure, Log Sheet Procedure, Combat Procedure (Escort Present), Escort Encounter Procedure, Additional Round of Combat Procedure (with previous Escort), and possibly the “Aircraft Encounter Procedure”, the "Following Procedure" and Scuttling Procedure. You stack all these in order and then proceed with that particular encounter. General overview for the Detailed Sequence of Play

1. Determine Patrol Assignment: Refer to [P1] U-Boat Patrol Assignment. 2. Conduct Patrol – [E1] Encounter Chart.

a. Complete all steps prior to determining encounter. b. Determine encounter. (May need Random Event Procedure and Special Missions Procedure). c. If Aircraft Encounter – you will need the following packets:

i. Aircraft Encounter Procedure. ii. Escort Encounter Procedure.

iii. Repair Procedure. iv. Scuttling Procedure.

d. If Ship, Two Ship, Tanker Encounter (Unescorted) – you will need the following packets: i. Ship Encounter Procedure, Two Ship Encounter Procedure, OR Tanker Encounter Procedure. ii. Log Sheet Procedure.

iii. Combat Procedure (No Escort Present). iv. Additional Round of Combat Procedure (No previous Escort present).

v. Escort Encounter Procedure.

vi. Aircraft Encounter Procedure.

vii. Repair Procedure.

viii. Scuttling Procedure.

e. If Ship, Two Ship, Convoy, Capital Ship (All with an Escort) Encounter – you will need the following

packets:

i. Ship + Escort, Two Ship + Escort, Convoy, OR Capital Ship Encounter Procedure

ii. Log Sheet Procedure.

iii. Combat Procedure (Escort Present).

iv. Escort Encounter Procedure.

v. Additional Round of Combat Procedure (with previous Escort present).

vi. Following Procedure.

vii. Aircraft Encounter Procedure.

viii. Repair Procedure.

ix. Scuttling Procedure.

3. Upon completion of the Encounter – go to the next Travel Box and repeat Step 2 until reaching the final “on

station” Travel Box and decide if the U-Boat should resupply at sea (Resupply at Sea Procedure) or proceed all

the way to the last Travel Box.

4. Once completing the last Travel Box Encounter move U-Boat marker into the Refit Box.

5. Complete Refit U-Boat Procedure (you will also need the Repair Procedure and Log Sheet Procedure packets.)

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Setup (Packet 1 – 1 page)

1. Select the type of U-Boat you want to start with.

2. Place the selected U-Boat Display Mat in front of you.

3. Determine starting Rank: a. 1939 – Kapitanleutanant b. 1940 Roll 1d6: (1-2) Oberleutanant; (3-6) Kapitanleutnant. c. 1941 Roll 1d6: (1-3) Oberleutnant; (4-6) Kapitanleutnant. d. 1942+ Roll 1d6: (1-5) Oberleutnant; (6 ) Kapitanleutnant.

4. Place the Starting Rank Marker (either Olt zS or KptLt Marker) in the Rank Box.

5. Place the Trained Crew Quality Marker in the Crew Quality Box.

6. Place the selected type of U-Boat Marker in the In Port (Refit) Box (located in the upper right of the Patrols section).

7. Place the appropriate Torpedo Markers: a. Consult the Torpedo Load count at the top left of the Display Mat. b. Select a total number of Torpedo Markers that corresponds with the total Torpedo Load count. c. You may now alter the mix of Torpedo Markers up to the number specified. d. You must start with all Forward and Aft Torpedo Tubes loaded with G7a (steam) torpedoes. Only one

Torpedo Marker per Box. e. Place the remaining Torpedo Markers in the Forward and Aft Reload Boxes. f. Once the Torpedo Markers are placed they may not be swapped out or transferred from Forward to Aft

positions.

8. Place the appropriate number of Deck Gun Ammo Markers in the armaments section of the selected Display

Mat.

9. Prepare The Hunters Patrol Log Sheet:

a. Fill in U-Boat Type: (VIIA, VIIB, IXA, IXB, VIIC, IXC, VIID, or VIIC Flak.) b. Fill in U-Boat ID: (U-###) c. Fill in U-Boat commander name: (Your own name or Historical name.)

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A. Determine Patrol Assignment: Refer to [P1] U-Boat Patrol Assignment. (Packet 2 – 2 pages)

1. Determine patrol assignments by Kommandant rank: Oberleutnant zur See (Olt zS): No special capabilities – go to step 2 to determine patrol assignment. Kapitänleutnant (KptLt): Roll 1d6. If result is 1 the Kommandant may choose his patrol assignment from the

[P1] U-Boat Patrol Assignment Chart, unless permanently assigned to Arctic or the Mediterranean. Korvettenkapitän (KKpt): Roll 1d6. If result is 1-2 the Kommandant may choose his patrol assignment from

the [P1] U-Boat Patrol Assignment Chart, unless permanently assigned to Arctic or the Mediterranean. Fregattenkapitän (FKpt): Roll 1d6. If result is 1-3 the Kommandant may choose his patrol assignment from

the [P1] U-Boat Patrol Assignment Chart, unless permanently assigned to Arctic or the Mediterranean. Kapitän zur See (KptzS): Roll 1d6. If result is 1-3 the Kommandant may choose his patrol assignment from

the [P1] U-Boat Patrol Assignment Chart, unless permanently assigned to Arctic or the Mediterranean. 2. Roll 2d6. Look under the appropriate date column for when the patrol assignment will commence.

(W) Wolfpack Patrol: Effects Convoy Encounters during Escort Detection. See Escort Encounter Procedure. (A) Abwehr Agent: Drop off the agent when arriving at the Mission (A) Travel Box. See Special Missions Procedure. (M) Minelaying: Fwd /Aft T. tubes are replaced with Mines before starting patrol. See Special Missions Procedure.

3. Log Patrol Assignment: The resulting patrol assignment should be written on your Log Sheet in the row corresponding to the start date.

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4. U-Boat Marker placement – Tracking the patrol. a. Place the U-Boat marker in the corresponding Travel Box for the patrol on the U-Boat Display Mat.

b. Note: Transit (Bay of Biscay) Travel Box.

a. If the date is June 1940 or EARLIER then treat this box just like a regular Transit Box and use the Transit table on [E1] Encounter Chart (go to step B Conduct Patrol).

b. If the date is July 1940 or LATER then treat this box as a Bay of Biscay Travel Box and use the Bay of Biscay table to determine the encounter.

Clarification of results:

2 or less Aircraft: See attached Aircraft Encounter Procedure.

3-4 Aircraft: See Aircraft Encounter Procedure.

5-11 _: No encounter. Go to the next Travel Box.

12 _1 : If this is the first natural “12” Encounter roll (6+6) during a patrol this result triggers a Random Event see the attached Random Events Procedure. If there has already been a roll of natural “12” during this patrol then ignore the notation 1. Go to the next Travel Box.

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B. Conduct Patrol: Refer to [E1] Encounter Chart. (Packet 3 – 1 page)

a. Roll 2d6, and check the [E1] Encounter Chart under the current patrol box that your U-boat is in.

b. Note: All surface ship encounters may be avoided - if skipped proceed to the next Travel Box. All Aircraft encounters CANNOT be avoided – you must carry out the encounter. See Aircraft Encounter Procedure.

c. If result was a “dash mark” then there is no encounter - proceed to the next Travel Box. d. Resolve Encounter:

Aircraft Encounter - see attached Aircraft Encounter Procedure. Tanker Encounter – see attached Tanker Encounter Procedure. Ship Encounter - see attached Ship Encounter Procedure. Ship + Escort Encounter - see attached Ship + Escort Encounter Procedure. Two Ships Encounter - see attached Two Ships Encounter Procedure. Two Ships + Escort Encounter - see attached Two Ships + Escort Encounter procedure. Capital Ship Encounter - see attached Capital Ship Encounter Procedure. Convoy Encounter - see attached Convoy Encounter Procedure. Notation 1 Random Encounters: If this is the first natural “12” Encounter roll (6+6) during a patrol

this result triggers a Random Event see the attached Random Encounter Procedure. If there has already been a roll of natural “12” during this patrol then ignore the notation 1 and go to the Aircraft/Ship/Convoy/Tanker Encounter procedure.

e. After resolving the above Encounter Proceed to the next Travel Box. Repeat step “B. Conduct Patrol” until the U-Boat enters and resolves any possible encounter for the final Travel Box. Upon completion, place U-Boat marker in the In Port (Refit) Box and go to step “C. U-Boat Refit”.

f. Resupply may occur after conducting encounters in the final “on station” Travel Box. See Resupply at Sea Procedure.

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Aircraft Encounter Procedure. (Packet 4 – 3 pages)

1. [A1] Roll 2d6 and add/subtract Die Roll Modifiers.

[A1] Aircraft Encounter Clarifications:

6 or more = Successful crash dive. No attack happens – go to next Travel Box.

1 or less = 2 Attacks +1 Crew Injury. (Go to step 2. [E3] below to determine attack results).

2-5 = 1 Attack +1 Crew Injury. (Go to step 2. [E3] to determine attack results).

2. (Optional) Variable Aircraft Quality: Green -1 Hit, Trained, Veteran +1 Hit, Elite 2W (+1Crew Injury) +1 Hit.

Place the resulting Aircraft Marker on the Combat Display Mat in the Aircraft box.

3. [E3] Determine number of Hits from the air attack: Roll 2d6, add the mandatory modifiers +2 Air Attack, +1 1943. Add/subtract the Optional Aircraft Quality Modifiers:

Green Aircraft: Subtract 1 Hit from the [E3] chart result. If the result was “U-boat Sunk”, treat as 5 hits. Veteran Aircraft: Add 1 Hit to the [E3] result. If 5 hits were scored then the U-boat has been sunk. Elite Aircraft: Add 1 Hit to the [E3] chart result.

4. Find the Incoming Hits Marker, look at [U4] the U-Boat Combat Mat, look for the corresponding number of hits taken, and place the marker in the Incoming Hits on the U-Boat column.

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5. Refer to [E4] U-Boat Damage Chart and roll 1d6 (black die- tens) + 1d6 (white die-ones), roll once for each hit.

6. Place any Damage Markers on your U-Boat Display Mat over the areas of the U-Boat that were damaged. (If this

is the 2nd Air Attack and your U-boat survived then go to the next Travel Box.)

7. Crew Injury [E5]. (Optional) Add an additional Crew Injury if an Elite Aircraft was attacking.

Roll 2d6 to determine who was injured.

Roll 1d6 to determine the result of the injury.

After determining injuries go to step 8 [A2] Flak Attack.

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8. [A2] Flak Attack: Roll 2d6, and add/subtract any Die Roll Modifiers.

Miss: For Additional Round of Combat go to step 10.

9. If your initial result from step 1. [A1] Aircraft Encounter was a “1 or less: 2 Attacks + 1Crew Injury” then go back

and resolve the 2nd Air Attack now by performing steps 3-6 again (do not perform Flak Attack on this 2nd Air

Attack.) At the end of step 6 if the U-boat survives then the U-boat has successfully submerged – go to the next

Travel Box.

10. [E1] Additional Round of Combat. Roll 2d6 and add/subtract Die Roll Modifiers.

Add’l Round of Combat Result Clarification:

2 or less Escort: Surface Escorts arrive go to Escort Encounter Procedure.

3 Escort: Surface Escorts arrive go to Escort Encounter Procedure.

4-5 Aircraft: Additional Aircraft arrive go to Aircraft Encounter Procedure.

6-12: Go to the next Travel Box.

(Note Result 12 _1: Ignore this notation. This notation is for the Gibraltar Passage Travel box.)

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Tanker Encounter Procedure. (Packet 5 – 1 page)

1. Determine if the encounter is at Day or Night – roll 1d6:

ARTIC PATROLS: Determining Day or Night engagements for Artic Patrols:

4. If result was Day and you want to take a chance to Switch to Night roll 1d6 and check result. If the result was Target

Lost the engagement ends - go to the next Travel Box.

5. Place the Day or Night Marker on the Day/Night box on the [U4] U-Boat Combat Mat.

6. Find a Tanker Ship marker and place that marker next to the Target 1 box on the [U4] U-Boat Combat Mat.

7. Refer to charts [T3] – [T4] and roll 1d6 (colored die-tens) + 1d6 (white die -ones) for the ship ID. Record the ship size,

tonnage, and ship name on your Log Sheet. See Log Sheet Procedure. 8. Now place the Tanker Ship Marker on the appropriate damage box. Look at the number(s) on the Tanker Ship

marker and place the marker on one of the following damage boxes located in the Target 1 column: 4 Damage Large F/Tanker < 10,000t Sunk box if the ship is equal to 10k tons or greater, 3 Damage Large F/Tanker >10,000t Sunk box if the ship is less than 10K tons.

9. Go to Combat Procedure (No Escort Present): 10. You may perform additional rounds of combat as necessary against unescorted ships. Go to Additional Round of

Combat Procedure (No previous Escort present).

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Ship Encounter Procedure. (Packet 6 – 1 page)

1. Determine if the encounter is at Day or Night – roll 1d6:

ARTIC PATROLS: Determining Day or Night engagements for Artic Patrols:

2. If result was Day and you want to take a chance to Switch to Night roll 1d6 and check result. If the result was

Target Lost the engagement ends - go to the next Travel Box.

3. Place the Day or Night Marker on the Day/Night box on the [U4] U-Boat Combat Mat.

4. Refer to [E1] Determine Ship Size - Roll 1d6:

5. Find a corresponding Target Ship Marker (Small Freighter, Large Freighter, or Tanker) and place that marker next

to the Target 1 box on the [U4] U-Boat Combat Mat.

6. Refer to charts [T1] – [T7] depending on the ship size result and then roll 1d6 (colored die-tens) + 1d6 (white die

-ones) for the ship ID. Record the ship size, tonnage, and ship name on the Log Sheet. See Log Sheet Procedure.

7. Now place the Target Ship Marker on the appropriate damage box. Look at the number(s) on the Target Ship

Marker and place the marker according to its size/tonnage:

4 Damage Large F/Tanker < 10,000t Sunk box if the ship is equal to 10k tons or greater

3 Damage Large F/Tanker >10,000t Sunk box if the ship is less than 10K tons.

2 Damage Small F Sunk

1 Damage box.

8. Go to Combat Procedure (No Escort Present):

9. You may perform additional rounds of combat as necessary against unescorted ships. Go to Additional Round

of Combat Procedure (No previous Escort present).

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Ship + Escort Encounter Procedure. (Packet 7 – 1 Page)

1. Determine if the encounter is at Day or Night – roll 1d6:

ARTIC PATROLS: Determining Day or Night engagements for Artic Patrols:

2. If result was Day and you want to take a chance to Switch to Night roll 1d6 and check result above. If the result

was Target Lost the engagement ends - go to the next Travel Box.

3. Place the Day or Night Marker on the Day/Night box on the [U4] U-Boat Combat Mat.

4. Determine Ship Size: Refer to [E1] - Roll 1d6:

5. Find a corresponding Target Ship Marker (Small Freighter, Large Freighter, or Tanker) and place that marker next to the Target 1 box on the [U4] U-Boat Combat Mat.

6. Refer to charts [T1] – [T7] depending on the ship size result and then roll 1d6 (colored die-tens) + 1d6 (white die -ones) for the ship ID. Record the ship size, tonnage, and ship name on the Log Sheet. See Log Sheet Procedure.

7. Now place the Target Ship Marker on the appropriate damage box. Look at the number(s) on the Target Ship Marker and place the marker according to its size/tonnage: 4 Damage Large F/Tanker < 10,000t Sunk box if the ship is equal to 10k tons or greater 3 Damage Large F/Tanker >10,000t Sunk box if the ship is less than 10K tons. 2 Damage Small F Sunk 1 Damage box.

8. Go to Combat Procedure (Escort Present). 9. Go to Escort Encounter Procedure.

10. (Optional) Go to Following Procedure.

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Two Ships Encounter Procedure. (Packet 8 – 1 page)

1. Determine if the encounter is at Day or Night – roll 1d6:

ARTIC PATROLS: Determining Day or Night engagements for Artic Patrols:

2. If result was Day and you want to take a chance to Switch to Night roll 1d6 and check result. If the result was

Target Lost the engagement ends - go to the next Travel Box.

3. Place the Day or Night Marker on the Day/Night box on the [U4] U-Boat Combat Mat. 4. Refer to [E1] Determine the Ships and their Sizes. Roll 1d6 twice - once for each ship

5. Find the two corresponding Target Ship Markers for each ship (Small Freighter, Large Freighter, or Tanker) and

place that markers next to the Target 1 box and the Target 2 box on the [U4] U-Boat Combat Mat.

6. Refer to charts [T1] – [T7] depending on the ship size result for each ship and then roll 1d6 (colored die-tens) +

1d6 (white die -ones) for each ship ID. Record the tonnage and each ship name on the Log Sheet. See Log Sheet Procedure.

7. Place the 2 Target Ship Markers on the appropriate damage box. 1. Look at the number(s) on the 1st Target Ship Marker and place the marker on one of the following

damage boxes located in the Target 1 column: 4 Damage Large F/Tanker < 10,000t Sunk box - if the ship is equal to 10k tons or greater. 3 Damage Large F/Tanker >10,000t Sunk box - if the ship is less than 10K tons. 2 Damage Small F Sunk. 1 Damage box.

2. Look at the number(s) on the 2nd Target Ship Marker and place the marker on one of the following damage boxes located in the Target 2 column:

4 Damage Large F/Tanker < 10,000t Sunk box - if the ship is equal to 10k tons or greater. 3 Damage Large F/Tanker >10,000t Sunk box - if the ship is less than 10K tons. 2 Damage Small F Sunk. 1 Damage box.

8. Go to Combat Procedure (No Escort Present). 9. You may perform additional rounds of combat as necessary against unescorted ships. Go to Additional Round of

Combat Procedure (No previous Escort present).

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Two Ships + Escort Encounter Procedure. (Packet 9 – 1 page)

1. Determine if the encounter is at Day or Night – roll 1d6:

ARTIC PATROLS: Determining Day or Night engagements for Artic Patrols:

2. If result was Day and you want to take a chance to Switch to Night roll 1d6 and check result. If the result was

Target Lost the engagement ends - go to the next Travel Box.

3. Place the Day or Night Marker on the “Day/Night” Box on the [U4] U-Boat Combat Mat.

4. Refer to [E1] Determine the 2 Target Ship Sizes - Roll 1d6 for each of the 4 ships.

5. Find corresponding Target Ship Markers (Small Freighter, Large Freighter, or Tanker) and place the 2 markers

next to the 1 and 2 Target Boxes on the [U4] U-Boat Combat Mat.

6. Ship Identification: To identify both ships refer to charts [T1] – [T7] (look at each chart depending on the ship

size result) roll 1d6 (colored die-tens) + 1d6 (white die -ones) for each ship ID. Record the tonnage and ship names on the Log Sheet. See Log Sheet Procedure.

7. Place the 2 Target Ship Markers on the appropriate damage box. 1. Look at the number(s) on the 1st Target Ship Marker and place the marker on one of the following

damage boxes located in the Target 1 column: 4 Damage Large F/Tanker < 10,000t Sunk box - if the ship is equal to 10k tons or greater. 3 Damage Large F/Tanker >10,000t Sunk box - if the ship is less than 10K tons. 2 Damage Small F Sunk. 1 Damage box.

2. Look at the number(s) on the 2nd Target Ship Marker and place the marker on one of the following damage boxes located in the Target 2 column:

4 Damage Large F/Tanker < 10,000t Sunk box - if the ship is equal to 10k tons or greater. 3 Damage Large F/Tanker >10,000t Sunk box - if the ship is less than 10K tons. 2 Damage Small F Sunk. 1 Damage box.

8. Go to Combat Procedure (Escort Present). 9. Go to Escort Encounter Procedure. 10. (Optional) Go to Following Procedure.

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Capital Ship Encounter Procedure. (Packet 10 – 1 page)

1. Determine if the encounter is at Day or Night – roll 1d6:

ARTIC PATROLS: Determining Day or Night engagements for Artic Patrols:

2. If result was Day and you want to take a chance to Switch to Night roll 1d6 and check result. If the result was Target

Lost the engagement ends - go to the next Travel Box.

3. Place the Day or Night Marker on the Day/Night box on the [U4] U-Boat Combat Mat. 4. Refer to [T5] Capital Ship Target Roster to determine the Ship size and ID by rolling 1d10. 5. Record the tonnage and ship name on the Log Sheet. See Log Sheet Procedure. 6. Find corresponding Capital Ship Marker and place the marker on the [U4] U-Boat Combat Mat in the 5 Damage box

on the Target 1 column.

7. Go to Combat Procedure (Escort Present). 8. Go to Escort Encounter Procedure. 9. (Optional) If Capital Ship is damaged - go to Following Procedure.

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Convoy Encounter Procedure (4 ships + Escort). (Packet 11 – 1 page)

1. Determine if the encounter is at Day or Night – roll 1d6:

ARTIC PATROLS: Determining Day or Night engagements for Artic Patrols:

2. If result was Day and you want to take a chance to Switch to Night roll 1d6 and check result. If the result was

Target Lost the engagement ends - go to the next Travel Box.

3. Place the Day or Night Marker on the Day/Night box on the [U4] U-Boat Combat Mat. 4. Refer to [E1] to determine the 4 Ship Sizes - Roll 1d6 for each of the 4 ships.

5. Find corresponding Target Ship Markers (Small Freighter, Large Freighter, or Tanker) and place the 4 markers

next to the 1-4 Target Boxes on the [U4] U-Boat Combat Mat.

6. Ship Identification: To identify the 4 ships refer to charts [T1] – [T7] (look at each chart depending on the ship

size result) roll 1d6 (colored die-tens) + 1d6 (white die -ones) for the ship ID. Record the tonnage and ship name on the Log Sheet. See Log Sheet Procedure.

7. Now put each Target Ship Marker on the appropriate damage box. Look at the number(s) on the Target Ship Markers and place the markers on one of the following Damage Boxes (do this step for each ship): 4 Damage Large F/Tanker < 10,000t Sunk box if the ship is equal to 10k tons or greater 3 Damage Large F/Tanker >10,000t Sunk box if the ship is less than 10K tons. 2 Damage Small F Sunk 1 Damage box.

8. Go to Combat Procedure: 9. Go to Escort Encounter Procedure.

10. (Optional) If Capital Ship is damaged - go to Following Procedure.

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Escort Encounter Procedure (Packet 12 – 4 pages)

1. Place an Escort Marker in the Escort box located at the top of the [U4] U-Boat Combat Display Mat.

a. (Optional) Determine Variable Escort Quality: Instead of having a generic Escort the player can

randomly determine Escort Quality (Green -1 Hit, Trained, Veteran +1 Hit, Elite +1 Hit/+1 Damage.)

b. Roll 1d6 to determine the Escort Quality.

c. Place the appropriate Variable Escort Quality Marker in the Escort Box located on the [U4] U-Boat

Combat Display Mat in place of the generic Escort Marker.

2. [E2] Escort Detection:

a. (W) Wolfpack Patrol: Disregard Wolfpack modifier roll if Radio is inoperable otherwise roll 1d6 to

determine if the Escort is busy with other U-Boats.

1-5 = Escort Busy (-1) die roll modifier when checking for Escort Detection [E2].

6 = Escort Focused (+1) die roll modifier when checking for Escort Detection [E2].

Place the Wolfpack marker with the proper side up in the Wolfpack box on the [U4] U-Boat Combat Mat.

Note: Do not roll separately for each combat round. Must reroll if U-Boat successfully Follows the

Convoy.

b. Exceeding Test Depth: Before rolling make a decision to exceed test depth or not. If the decision is

made to Exceed Test Depth, apply the following: -1 Die Roll Modifier for Escort Detection and +1 Hull

Damage penalty. Place the Hull Damage marker in the 1st box on the Hull Damage Track or if there is

already previous Hull Damage advance the Hull Damage marker 1 space.

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c. Roll 2d6 and add/subtract any Die Roll Modifiers.

[E2] Escort Detection Clarification

Close Range: Escort Detection roll is performed FIRST before

firing torpedoes. Detection occurs on roll of 10 or higher

(apply first two Die Roll Modifiers only). If you are detected at

Close Range, return the torpedoes to your U-Boat Display Mat.

2 (“snake eyes” – unmodified roll) = Escape detection.

2-8 = Escape detection.

9-11 = U-boat detected. Depth charge attack. Go to step 12.

[E3] Escort Attack.

12+ = U-boat detected. Depth charge attack, +1 Attack for the

Die Roll Modifier. Go to step 12. [E3] Escort Attack.

Die Roll Modifier Wolfpack: U-Boat is part of a (W) Wolfpack

Patrol attack on a Convoy Encounter. This modifier applies for

all rounds of combat against the Convoy; do not roll separately

for each combat round. You do reroll if you successfully follow

and reengage a convoy. This modifier does not apply if the U-

Boat has an inoperable Radio.

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3. [E3] Escort Attack

a. (Optional) Evasive Maneuvers: (Skip Evasive Maneuvers if Hydrophones are damaged.)

1. Evasive Direction: The U-boat Kommandant picks an Evasive Direction (Left, Right, or Straight)

and then picks ONE of the two numbers assigned to that Evasive Direction – see below. (Write

down the direction and one of the numbers before going to step 2. Escort Direction.)

Evading Left; 1 or 2.

Evading Right; 3 or 4.

Evading Straight; 5 or 6.

2. Escort Direction: Roll 1d6 to randomly determine the Escort Direction result:

If Escort Direction result (1 or 2 = Escort Left, 3 or 4 = Escort Right, 5 or 6 = Escort

Straight) is different from U-boat’s Evasive Direction: Subtract 1 Hit (-1 Hit) from the

[E3] Escort/Air Attack roll.

If the Escort Direction result (1 or 2 = Escort Left, 3 or 4 = Escort Right, 5 or 6 = Escort

Straight) matches the U-Boats Evasive Direction, but the number is not the same: The

U-Boat adds 1 Hit (+1 Hit) to the escort attack result.

If the Escort Direction number rolled is identical to the U-Boat Evasive Direction

number: The U-Boat adds 3 Hits (+3 Hits) to the combat result.

b. (Optional) Now add/subtract any Hits from the Evasive Maneuver results and add/subtract any Hits from

the Variable Escort. Total the number of hits taken so far from the Evasive Maneuver + Variable Escort.

c. Find the Incoming Hits Marker. Then place the Incoming Hits marker on the appropriate number found

on [U4] the U-Boat Combat Mat, Incoming Hits on U-Boat column.

d. Determine Hits from depth charge attack: Roll 2d6 and add/subtract any Die Roll Modifiers.

e. Find the Incoming Hits Marker on the [U4] U-Boat Combat Mat and add the Hits just taken from the

depth charge attack to the “Incoming Hits on U-Boat” column.

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4. Refer to the [E4] U-Boat Damage Chart. Roll 1d6 (colored die-tens) + 1d6 (white die-ones), rolling once for each

hit taken.

5. If the Flooding marker enters the final space on the Flooding Damage Track, the crew must blow ballast,

immediately surface, and attempt to scuttle the U-Boat.

6. Place any Damage Markers on your U-Boat Display Mat over the areas of the U-Boat that were damaged. Go back

to step 2 Escort Detection, repeat steps 2-5 until the U-boat Escapes Detection, or is sunk.

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Random Event Procedure: Aircraft1, Ship1, Convoy1, Tanker1 Encounters. (Packet 13 – 1 page)

1. There can only be ONE (1) Random Event per a patrol. If there was a previous Random Event during this patrol

see the Aircraft/Ship/Convoy/Tanker Encounter procedure – ignore the notation 1.

2. If this is the first natural “12” Encounter roll (6+6) during a patrol this result triggers a Random Event. Roll 2d6

and refer to chart [R1] Random Events for results.

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Additional Round of Combat Procedure (No previous Escort present) (Packet 14 – 1 page)

Clarification of results:

2 or less Escort: Surface Escort arrives go to Escort Encounter Procedure.

3 Escort: Surface Escort arrives go to Escort Encounter Procedure.

4-5 Aircraft: Aircraft arrive go to Aircraft Encounter Procedure.

6-12: Go to Combat Procedure (No Escort Present). Note: Result 12 _1. Ignore this notation. This notation is for the Gibraltar Passage Travel box.

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Combat Procedure (Escort Present). (Packet 15 – 3 pages)

1. Day: If the attack is during the Day it will be a Submerged Attack. Decide if the U-Boat will fire just the Forward Torpedoes or just the Aft Torpedoes. Note: The U-Boat CANNOT fire Forward & Aft torpedoes in the same round during a Day attack with Escort

present. 2. Night: If the attack is at Night choose between Night Submerged Attack or Night Surface Attack.

a. Night Submerged Attack: Decide if the U-Boat will fire Forward Torpedoes and/or Aft Torpedoes (1 salvo or 2 salvos). 2 Salvo Escort Detection Penalty: +1 Firing Fwd+Aft torpedoes (1st Round Only). The U-Boat will be

easier to detect with an Escort present when firing 2 salvos. To conduct a 2 Salvo attack place the 1st Salvo (Forward Torpedoes), which will fire first, opposite

from the 2nd Salvo (Aft Torpedoes) which will fire second (or vice-versa). You CANNOT wait to see the results of the 1st salvo before deciding to fire the 2nd salvo.

b. Night Surface Attack: Escort Detection Penalty: +1 Night Surface Attack (‘41+) Decide if the U-Boat will fire Forward Torpedoes and/or Aft Torpedoes (1 salvo or 2 salvos). 2 Salvo Escort Detection Penalty: +1 Firing Fwd+Aft torpedoes (1st Round Only). The U-Boat will be

easier to detect with an Escort present when firing 2 salvos. To conduct a 2 Salvo attack place the 1st Salvo (Forward Torpedoes), which will fire first, opposite

from the 2nd Salvo (Aft Torpedoes) which will fire second (or vice-versa). You CANNOT wait to see the results of the 1st salvo before deciding to fire the 2nd salvo.

3. Place selected torpedoes in the “Torpedo or Gun Attack” Box on the [U4] U-boat Combat Display Mat that corresponds to the ship(s) you are targeting. Allocate torpedoes any way you wish, including firing them all at one target.

4. Choose range: Close Range, Medium Range, or Long Range. Place the designated Range Marker in the appropriate “Range” Box on the [U4] U-boat Combat Display Mat.

Close Range: If firing at Close Range against ships with Escort, FIRST roll on the Escort Detection Chart [E2] PRIOR

TO firing torpedoes - see Escort Encounter Procedure. If the U-Boat is NOT detected then come back to

complete the Combat Procedure. If the U-Boat is detected it will not be able to attack. Return all torpedoes to

the U-Boat Display Mat and go through the detection depth charge attack cycle as outlined in the Escort

Encounter Procedure.

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5. Fire 1st salvo for each target.

Refer to chart [U1] U-Boat Torpedo/Deck Gun Fire Chart to determine Hits. Roll 2d6 and add/subtract Die

Roll Modifiers for each torpedo.

6. Fire 2nd salvo (if there is one): Refer to chart [U1] U-Boat Torpedo/Deck Gun Fire Chart to determine Hits. Roll 2d6

and add/subtract Die Roll Modifiers for each torpedo.

Note: The “-1 Night or Unescorted Surface Torpedo” modifier is a bonus for using the UZO (torpedo aiming

device).

7. Determine Dud Torpedoes for each torpedo that scored a Hit: Roll 1d6 and check modifier +1 Superior Torpedoes. Results indicated = Dud.

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8. Target Damage Results -successful Torpedo Detonation - Roll 1d6 and check Die Roll Modifiers.

9. After determining target ship damage document results on the Log Sheet. See Log Sheet Procedure.

10. After logging the targets go to the Escort Encounter Procedure.

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Combat Procedure (No Escort Present). (Packet 16 – 2 pages)

3. Day or Night: If the attack is during the Day or at Night with no Escort the U-Boat can attempt a Surface Attack without penalty. Decide if the U-Boat will fire Forward Torpedoes, Aft Torpedoes, Deck Gun (must be at Close Range), or a

combination of all three. There is NO penalty applied for a 2 salvo attack due to that there is no Escort. The U-Boat can fire up to 2 Points of Ammo from the Deck Gun. To conduct a 2 Salvo attack place the 1st Salvo (Forward Torpedoes), which will fire first, opposite from the 2nd

Salvo (Aft Torpedoes) which will fire second (or vice-versa). You can wait and see the results from the 1st salvo before deciding to fire the 2nd salvo, or results from the

Deck Gun. 4. Place selected torpedoes and up to 2 Points of Ammo in the “Torpedo or Gun Attack” Box on the [U4] U-boat

Combat Display Mat that corresponds to the ship(s) you are targeting. Allocate torpedoes and Points of Ammo any way you wish, including firing them all at one target.

5. Choose range: Close Range, Medium Range, or Long Range. Place the designated Range Marker in the appropriate “Range” Box on the [U4] U-boat Combat Display Mat. Close Range: Added increase Hit parentage and the U-Boat is able to fire the Deck Gun.

6. Fire weapons/salvo in any order and wait to see results before firing the next weapon. Fire Deck Gun: Refer to chart [U1] U-Boat Torpedo/Deck Gun Fire Chart to determine Hits. Roll 2d6 and

add/subtract Die Roll Modifiers for each Point of Ammo.

Fire 1st salvo for each target: Refer to chart [U1] U-Boat Torpedo/Deck Gun Fire Chart to determine Hits. Roll 2d6 and add/subtract Die Roll Modifiers for each torpedo.

Fire 2nd salvo: Refer to chart [U1] U-Boat Torpedo/Deck Gun Fire Chart to determine Hits. Roll 2d6 and add/subtract Die Roll Modifiers for each torpedo.

Note: The “-1 Night or Unescorted Surface Torpedo” modifier is a bonus for using the UZO (torpedo aiming device).

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7. Determine Dud Torpedoes for each torpedo that scored a Hit: Roll 1d6 and check modifier +1 Superior Torpedoes. Results indicated = Dud.

8. Target Damage Results -successful Torpedo Detonation - Roll 1d6 and check Die Roll Modifiers.

9. After determining target ship damage document results on the Log Sheet. See Log Sheet Procedure. 10. After logging the targets the Kommandant may perform additional rounds of combat as necessary against

unescorted ships (may occur also should the U-Boat be detected and undergo depth charge attacks). See the Additional Round of Combat Procedure (No previous Escort present).

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Additional Round of Combat Procedure (with previous Escort present). (Packet 17 – 1 page)

1. Reload torpedo tubes. 2. Roll 2d6: Add/subtract any Die Roll Modifiers and check results.

Clarification of results:

2 or less, 3 Escort: Perform the Escort Detection Procedure. If the U-Boat avoids this detection repeat the Escort Detection Procedure again for Close Range (must perform another Escort Detection Procedure before firing torpedoes.) Proceed with Ship(s) + Escort Procedure.

4-5 Aircraft: The attack is aborted and the U-Boat dives immediately. Go to Aircraft Encounter Procedure.

6-12: Undetected: If no Escort present - perform the Combat Procedure (No Escort Present). If there is an Escort present go to Combat Procedure (Escort Present). (Note Result 12 _1: Ignore this notation. This notation is for the Gibraltar Passage Travel box.)

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Following Procedure: Ship + Escort, Two Ships + Escort, Convoy, or Damaged Capital Ships. (Packet 18 – 1 page)

1. Following is not permitted against unescorted ships. See the Additional Round of Combat Procedure for unescorted ships.

2. Decisions: Follow the damaged ship(s) or Follow the undamaged ship(s)/Convoy. Follow any damaged ships (which is automatic – no need to roll die.) When choosing to Follow any

damaged ship that was part of a Convoy, contact with the Convoy will be lost and cannot be Followed again.

Disregard any damaged ship(s) and attempt to Follow the Escorted undamaged ship(s) or Convoy.

3. Conduct any U-Boat Repairs prior to attempting to Follow.

4. Capital ships can never be followed unless damaged. Capital ships always retain an Escort.

5. If any ships have been damaged (noted on Log Sheet with checkmark), Following is automatic.

6. Damaged Ship + Escort: Roll 1d6 if there is only one damaged ship to follow (instead of Following the

Convoy). 1-4 Ship remains under Escort. 5-6 Ship is now unescorted.

7. Damaged Ships (Two Ships or Convoy) + Escort: When Following more than one damaged ship roll 1d6:

1-4 the damaged ships stay together and are still under Escort. Normal combat rules apply – see Combat Procedure (Escort Present).

5-6 any damaged ships become unescorted. Decide which damaged ship will be followed and targeted during the next combat round (only ONE ship can be selected.)

8. Attempt to Follow Ship(s) or Convoy (undamaged). Roll 1d6. 1-4 the U-Boat has successfully Followed the ship(s) or reengaged the Convoy (if Convoy - roll to ID

the four ships encountered. Do not re-roll for ID on Ship(s) +Escort or Optional Rule Escort Quality. 5-6 the ship(s) or Convoy slip away (the engagement ends.) Go to the next Travel Box.

9. U-Boats that successfully Follow treat the coming combat as a new encounter, but skip ID steps, not

required to choose, Range, Night Surface, Forward/Aft. You may reload torpedo tubes.

10. You cannot decline to attack in order to get more chances at having an escort leave a damaged ship. If you do not attack the encounter ends.

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Repair Procedure: [E5] U-Boat Damage and Repair Chart. (Packet 19 – 2 pages)

1. Repairs are made once all combat rounds are completed. Repair attempts are also made before rolling for any

possible Following attempts.

2. If Exerte Engineer (LI) is present he can apply -1 modifier to all repair rolls.

3. Check for additional flooding if the U-Boat sustained any flooding from the combat round.

4. Move the Flooding marker one space to the right on the Flooding Track if the engineer fails to stop the flooding.

5. If the Flooding marker enters the final space on the Flooding Damage Track, the crew must blow ballast,

immediately surface, and attempt to scuttle the U-Boat. See Scuttling Procedure. 6. Remove the Flooding marker. All flooding damage is always pumped out before repairs. 7. Roll 1d6 on the U-Boat Damage and Repair Chart for each system that has become damaged. Remove Damage

markers from the U-Boat Display Mat when Repair attempts succeed. Flip Damage markers to Inoperable side when Repair attempts fail. g. Engines: Attempt repair for each damaged engine by rolling 1d6.

Inoperable Diesel Engine(s): If one diesel engine is out, the U-Boat aborts patrol after combat. Roll

twice per Travel Box for Encounters [E1] enroute to home. If both engines are out, ship is scuttled if more than one Travel Box out. If one Travel Box out from home then the U-Boat is towed home.

Inoperable Electric Engine(s): If one electric engine is out, the U-Boat cannot maneuver as well under water. This results in a negative modifier of +1 during Escort/Air Attack [E3] Chart. If both electric engines are out then there is a +2 modifier on the Escort/Air Attack [E3] Chart.

h. Hydrophones: Roll 1d6 and check results. If inoperable apply +1 modifier for Escort/Air Attack [E3].

i. Dive Planes: Roll 1d6 and check results. If inoperable apply +1 modifier on Escort Detection [E2] and -1

modifier for Aircraft Encounters [A1].

j. Hull: Hull damage is not repairable at sea. When all boxes are damaged, the U-Boat is sunk.

k. Periscope: Roll 1d6 and check results. If inoperable cannot make submerged attacks.

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l. Flak Gun(s): Roll 1d6 and check results. If inoperable cannot fire.

m. Deck Gun: Roll 1d6 and check results. If inoperable cannot fire.

n. Forward and Aft Torpedo Doors: Roll 1d6 and check results. If inoperable cannot fire torpedoes from

specified compartment.

o. Fuel Tanks: Roll 1d6 and check results. If repair fails the U-Boat must abort patrol.

p. Radio: Roll 1d6 and check results. If inoperable apply +4 modifier for crew rescue.

q. Crew Injury: Roll 2d6 to determine who was injured. Then roll 1d6 to determine the result of the injury.

r. Batteries: Roll 1d6 and check results. If inoperable apply +1 modifier during Escort/Air Attack [E3].

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Scuttling Procedure. (Packet 20 – 1 page)

1. Flooding: Scuttle attempts due to flooding are resolved by rolling 2d6.

a. If the Kommandant has a Serious Wound (SW) apply a +1 modifier.

b. With either result the crew is captured and become prisoners of war.

2-11, the scuttle is successful. 12, the scuttling fails and the U-Boat is captured.

2. Diesel Engines: If both Diesel engines are inoperable, and the U-Boat is more than one Travel Box away from port, the U-Boat is automatically considered to have successfully scuttled.

a. Roll 2d6 to determine if the crew is successfully recovered. b. Apply a +4 modifier if the U-Boat radio is Inoperable. 2-10, the crew is rescued (continue with the Kommandant receiving a U-Boat reassignment). 11-12, the crew is lost at sea and the game ends.

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Resupply at Sea Procedure. (Packet 21 – 1 page)

1. After conducting encounters in the final “on station” Travel Box for that patrol (“on station Travel Box is the last Travel Box on the Patrol Track containing the name of the patrol assignment) the U-Boat has a choice to determine if resupply at sea is possible. Roll 1d6. 1, Resupply is possible – go to step 2. 2-6, Resupply is not possible due to weather, miss communication, or some other logistical problem -

proceed to the next Travel Box.

2. If resupply at sea is possible the U-Boat immediately rolls on the Bay of Biscay table [E1] Encounter Chart to reflect the added risk and exposure of being surfaced to transfer stores. Roll 2d6.

Clarification of results:

2- 4 Aircraft: Go to Aircraft Encounter Procedure.

6-12: Undetected. (Note Result 12 _1: Ignore this notation. This notation is for the Gibraltar Passage Travel box.)

3. If an Aircraft Encounter results then no resupply is possible, regardless of the result of the engagement. Resolve

the encounter.

4. If no encounter occurs proceed with Resupply at Sea: a. Fuel Resupply: Place the U-Boat back in the first “on station” Travel Box for that patrol (the first Travel

Box on the Patrol Track containing the name of the patrol assignment). It also receives b. Deck Gun Ammo Resupply: Add Ammo markers to the U-Boat Display mat, but not over the initial load

amount. c. Torpedo Resupply: Roll 1d6.

1, receive up to 1d6 roll worth of G7a torpedoes. 2, receive up to 1d6 roll worth of G7e torpedoes. 3, receive up to 2 of each type of torpedoes (G7a and G7e). 4-6, reload all torpedoes. Follow torpedo load limitations for this U-Boat referring to the U-Boat

Display Mat. See Setup step 7.

5. If resupply occurs, add one month to the Refit period for that patrol (which actually represents additional time at sea). Denote this by writing a “P” down in the first month following the patrol.

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Log Sheet Procedure (Packet 22 – 1 page)

1. Right after identifying the ship(s) during encounters log the tonnage values for the targeted ship(s). Log the ship size (noted by a letter) in front the tonnage value: a T for Tanker, S for Small Freighter or L for Large Freighter. Also, log the target ship name above the tonnage value.

2. Right after completing the Combat Procedure put a checkmark next to the tonnage value for damaged ships and draw a circle around tonnage values for sunken ships.

3. During Refit total the Sunk Tonnage for the patrol and log an “S” at the end of the row if the patrol was successful.

4. Draw a circle around the “S” (successful patrol) to indicate a Crew Advancement check.

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Special Missions Procedure (Minelaying and Abwehr Agent) (Packet 23 – 1 page)

1. (A)Abwehr Agent Delivery: U-Boat drops off the agent when it arrives at the Mission (A) Travel Box. a. Once arriving at the Mission (A) Travel Box, roll 2d6 on the Special Missions table.

5-12, No encounter the mission was successful. Drop

off the agent and go to the next Travel Box.

2-4, see Aircraft Encounter Procedure. After resolution of the 1st Aircraft Encounter, roll again on the Special Missions table.

2. (M) Minelaying: Mines must be loaded in all Forward and Aft Torpedo Tubes prior to the patrol starting.

a. Adjust the U-Boat Display Mat by removing whatever torpedoes had been placed in the Forward and Aft Tubes and substitute them with the Mine markers.

b. Adjust the number of G7a and G7e torpedoes in the reloads to balance out the load as desired. c. Once arriving at the Mission (M) Travel Box, roll 2d6 on the Special Missions table.

5-12, No encounter the mission was successful. Set

the mines and go to the next Travel Box.

2-4, see Aircraft Encounter Procedure. After resolution of the 1st Aircraft Encounter, roll again on the Special Missions table.

d. Once the mines have been successfully delivered, the Forward and Aft Tubes may be reloaded with torpedoes. Note: This reduces a Type VII boat’s torpedo load by 5 and a Type IX boat’s torpedo load by 6.

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C. Refit U-Boat. (Packet 24 – 4 pages) 1. Upon completing the final Travel Box for the current patrol place the U-Boat Marker in the In Port (Refit)

Box.

2. Assess U-Boat damage and duration to complete all repairs. Note: Add 1 month to Refit time if the Hull Damage marker is in one of the first 3 boxes on the Hull Damage Track, add 2 months to Refit time if Hull Damage Marker is in box 4,5, or 6, add 3 months to Refit time if Hull Damage marker is in box 7. See Repair Procedure.

3. Refit time adjustment by rank: If the Refit time is 3 months or more then shorten the Refit time by 1 month

for the following Kommadant Ranks: Korvettenkapitän (KKpt), Fregattenkapitän (FKpt), Kapitän zur See

(KptzS).

4. Record Refit duration on the Log Sheet to determine when the next patrol will begin. Total the Sunk Tonnage for the patrol and log an “S” at the end of the row if the patrol was successful. Draw a circle around the “S” (successful patrol) to indicate a Crew Advancement check.

Note: if the next patrol start date is after June 1943, the game ends. Determine Victory on page 6 of the rulebook.

5. Check for Crew Recovery and possible replacement. a. (LW) Light Wound crewmen heal automatically during the first month of Refit.

b. (KIA) Killed in Action crewmen are replaced.

c. (SW) For seriously wound crewmen, roll 1d6 to determine duration of incapacitation. (-1 DRM for having an “Experte” Doctor. Ignore this modifier if the “Experte“ Doctor has SW or KIA)

d. The number rolled is the number of months required for recovery. e. If the recuperation time is longer than the duration necessary to complete refit for the U-Boat, that

crewman is replaced (losing any special benefits they may have provided). f. If all four generic crewmen are replaced after a single patrol (including KIA generic crew), the U-

Boat’s crew quality decreases by one level (down to a minimum level of “Trained”). g. If the Kommandant is severely wounded (SW) and requires 5 months or more to recuperate, the

Kommandant is automatically re-assigned to a newer U-Boat of the same Type (latest model), and joined by a completely new crew, which starts at “Trained” level with no special abilities.

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6. Check for Crew Advancement: For every 3 successful patrols roll 1d6 and check results.

Ignore the result if a 1-4 is rolled and that

individual crew member already holds “Experte” status.

The U-Boat crew starts at a training level of

“Trained.” If a 5 or 6 is rolled, the crew level increases to “Veteran”, Veteran crews increase to “Elite”.

If all 4 generic crew boxes receive SW or are KIA during a patrol, the overall Crew skill level decreases one level (but may never fall below “Trained”).

If a U-Boat suffers 3 unsuccessful patrols in a row, the crew level decreases by one and can be reduced down to “Green” level.

At the end of every patrol, roll 1d6 if the 1WO is “Experte.” On a roll of 6, he has been given his own U-Boat to command and he must be replaced with a new 1WO (the “Experte” status is removed).

If the U-Boat loses the 1WO through promotions or casualty, and the 2WO is rated as “Experte,” the 2WO is promoted to 1WO on the U-Boat, and retains his “Experte” status.

Place the appropriate marker on the U-Boat Display Mat to record any crew advancement that occurs.

7. Check for Kommandant Promotion. a. Each promotion attempt is made after the 12th month of service during the Refit phase, and every

12 months after that. A final promotion roll is made in Jun-43 for any players still alive at that point, regardless of when the previous promotion roll was made.

b. Roll 1d6, a roll of 1-4 is successful. The following die roll modifiers apply and are cumulative:

c. Failed promotion roll: The Kommandant remains at his current rank and must wait until the next

12-month period for reconsideration.

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8. Check for Kommandant Awards. a. Knight’s Cross (KC Award marker):

Sink 100,000 tons of shipping. Sink one of the designated Capital ships listed on the Capital Ship Target Roster [T5]:

If the Kommandant already has a Knight’s Cross award then increase to next award level.

b. Oakleaves to the Knight’s Cross (KCO Award marker) : Sink 175,000 tons of shipping. Sink one of the designated Capital ships after having previously won the Knight’s Cross. Sink 75,000 tons of shipping after having previously won the Knight’s Cross.

c. Oakleaves and Swords to the Knight’s Cross (KCO&S marker): Sink 250,000 total tons of shipping, Sink any one of the listed Capital ships on the Capital Ship Target Roster [T5] after having

previously won the Oakleaves. Sink 75,000 tons of shipping after having received the Oakleaves.

d. Oakleaves, Swords, and Diamonds to the Knight’s Cross (KCOS&D marker): Sink 300,000 total tons of shipping. Sink one of the listed Capital ships after having previously won the Swords. Sink 50,000 tons of shipping after having received the Swords.

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9. Check for possible U-Boat Reassignment. a. If the Kommandant is severely wounded (SW) and requires 5 months or more to recover, there will

be an automatic re-assignment to a newer U-Boat of the same Type (latest model). b. If a U-Boat returns and requires 5 months to conduct a Refit, the player automatically receives a

new U-Boat of the same Type (and latest model). The Kommandant retains the same crew with any special abilities they may have, and goes out to sea as early as one month after returning to base (the minimum Refit period), or longer if the Kommandant requires time to recuperate from injury. Crew members that require more time to recuperate from injury than the Kommandant are replaced.

c. At the end of the patrol in which a Kommandant receives the Knight’s Cross (or a follow-up award), he may request a newer model U-Boat. Roll 1d6 with a roll of 1-3 being successful.

The Kommandant may save and accumulate all these requests for a later month if he wishes, (during a future refit) since a newer model of U-Boat that is desired may not yet be available.

Place the U-Boat Upgrade marker on the U-Boat Display Mat as a reminder to exercise this option when desired. In such a case, the Kommandant gets to retain his previous crew (unless any require more time to recuperate, per 10.11.2), and goes out to sea in the new boat 1 month after having received it. Kommandants are not eligible to switch between the Types of U-Boat. Once commanding a Type VII, he stays with Type VIIs, etc. There is no switching between Type VIIs and Type IXs.

d. Two boats are of an extremely limited availability, the VIID specialized minelayer and the VIIC Flak U-Boat. These U-Boats may only be chosen by the player rolling 1d6 with a 1-2 being rolled. If the attempt fails, the player is given a new boat of the latest standard model.

10. Replenish Torpedo Loads and replenish Ammo markers.

11. Remove all damage and Crew Injury markers from the U-Boat Display Mat.

12. Go back to step “A. Determine Patrol Assignment”.