Atlantic Chase Wargame Guide
Atlantic Chase Wargame Guide
R u l e B o o k
A t l a n t i c C h a s e
reprint 2022
page INTRODUCTION
Table of Contents 33 Core Concept
page section 54 Components (game board, etc.)
1 INTRODUCTION
13
12 CONCEPTS page CONCEPTS
M
55 BATTLE
Y
62 OPTIONAL RULES 22 Interruption
CM
23 Contact
MY BATTLE page 24 Evasive Maneuvers
CY
Battle Sequence & Range 56
Gunnery 57
CMY
page ACTIONS
K
Torpedo Attack 59
59 25
25 Action Sequence
Maneuver 60
60 26
26 Initiative
Break Away 61
61 27
27 Air Strike
Exit 62 29
29 Completion
31
31 Engage
COMMON RESULTS page
33
33 Naval Search
0, -1, -2, Battle 49
35
35 Pass
, Clos, 50
37
37 Reorganize
51
39
39 Signals
IC ,
, v , s, 52
41
41 Stealth
miss, splash, SI , 53
43
43 Trajectory
, , S, Surp , VforI 54
page COMMON MODIFIERS
45 Air Support
GMT Games, LLC 46 Contact
P.O. Box 1308
Hanford, CA 93232-1308 46 Evasive Maneuvers
www.GMTGames.com 47 Coordination
AC Rules 1to3 copy.pdf 2 8/23/22 3:40 PM
1 INTRODUCTION
"We must regard the Battle of the Atlantic as one of the most momentous ever
fought in all the annals of the war." -- Winston Churchill, March 18, 1941
Churchill addressed the nation by radio, but Atlantic Chase presents the naval operations fought
he was in a glum mood. March 18, 1941 between the surface ships of the British Royal
marked a dark hour for Great Britain. For the Navy, primarily the Home Fleet, and the German
past two months the Royal Navy had chased Kriegsmarine between 1939 and 1942. It utilizes a
two German battlecruisers back and forth system of trajectories to model the fog of war that
across the Atlantic Ocean, only to watch them characterized events and bedeviled commanders
escape into French ports. Twenty-two British of this period. Operational in scope, ships are
merchant ships, nearly 120,000 tons worth, organized into Task Forces which are represented
had been sent to the bottom by the Scharnhorst on the game board or inset map as either a point
and Gneisenau. Now those two raiders were (Station) or a line (Trajectory). Rather than see
refitting for their next operation, a coordinat- points and lines as a representation of ships, play-
ed action intended to link forces with the ers should see them as representing information
German battleship Churchill feared most of about those ships. On the high seas in 1941, infor-
all, the Bismarck. In May that ship would slip mation was usually old.
through the Skagerrak to Norwegian fjords
C before skirting around Iceland to the open SCENARIOS: Atlantic Chase provides a variety of
M Atlantic. This was turning into a terrible year. scenarios, as well as a campaign system. If you are
Y On land the Afrikakorps blitzkrieged through just starting out, having just opened the box, begin
CM
the Libyan desert and the Wehrmacht with the tutorial episodes in the Tutorial book.
MY
smashed Greece, ultimately pinning the rem- Each “episode” presents a fraction of the overall
CY
nants of a British army on the island of Crete. rules, while telling the story of the first month of
CMY
Beneath the waves, in increasing ferocity, the war. They are designed for a single player. The
German U-boats were preying on Britain’s Solitaire Scenarios book contains fifteen scenarios
K
shipping in the Atlantic. It was a grim hour specifically designed for solitaire play. All of the
indeed for Churchill, as he ordered the Royal scenarios and the Campaign in the Two-Player
Navy to give chase and engage the Bismarck. Scenarios book are designed for two players, but
This time, however, Admiral John Tovey, the they too can be played solitaire, if you are willing
Commander in Chief of the Home Fleet, to role-play both sides of the contest (in his youth,
would personally see to it that the German the designer spent many engrossing afternoons
raider would be brought to battle. playing Victory in the Pacific that way). Each of the
scenarios in Atlantic Chase is designed to be
NEWBIE If you are entirely new to war- finished in one to three hours. The mini-scenarios
gaming, you should start with the Tutorial (in the Two-Player Scenarios book) are even shorter,
book. The player aid will also help untan- played entirely on the Battle Board, and can also
gle the knot of Atlantic Chase. be played solitaire if you are willing to control
both sides.
SALTY GROGNARD If you are an experienced wargamer but new to Atlantic Chase, the Trajec-
tory system and its implications may prove elusive at first. The episodes in the Tutorial book are
miniature scenarios intended to explain not only the rules of play but also how you use those rules
to achieve operational objectives. Each episode is also rendered in entirety as an illustrated exam-
ple of play (which is why that book is so long). Start there.
Getting Started 2
When you’re ready to start, your game space should look something like this.
For some scenarios, you will use an inset map instead of
the hexagons on the game board (you will still need the
port boxes, track, and the battle board, however).
British player sits here
Kiel
CM
MY
CY
CMY
K
German player sits here
If playing solitaire, sit anywhere.
3 Core Concept
The core concept of the game is the Trajectory.
What is a “Trajectory”?
A ship or group of ships operating together, called a Task Force in this game, can be represented
as a line, called a Trajectory. It can also be represented more conventionally as a point, in this
game called a “Station.” As a Trajectory, a Task Force is not in one place on the Operations Map,
it is somewhere along a line, and that line represents information you and your opponent have
about the Task Force’s location.
Instead of moving units from one space to the next, you draw a line across the map; a line made of Trajec-
tory segments. There are no “movement points” in this game, only information about where forces are,
and usually that information is old. Then, at some point in the game, you or perhaps your opponent will
attempt to locate that Task Force somewhere along the line. That is, you will want to reduce that line to a
point (reduce the Trajectory to a Station). You may want this to happen in a safe port but your opponent
is keen to make this happen where your Task Force can be attacked.
Read this illustrated
example by following
the numbers. ch
ar
Se
1 3
C The British player The German player
M
performs a Trajectory performs a Naval
action, drawing a line Search action, hoping
Y
across the Operations to locate the British
CM
Map. Task Force at the
MY intersection of their
CY Trajectories.
CMY
K
If successful, the British
Task Force will be
turned into a Station, a
point in space, which
means its location will
2 be known and thus,
Play tip: vulnerable to attack.
Segments (and Stations) go inside The German player
hexagons (”hexes”), not along performs a Trajectory
hexsides. The game will look better, action, creating a line
and remain easy to ‘read visually’, if to intersect the British
you arrange segments so that Trajectory.
Trajectories look ‘line-like’.
Game Board 4
Airbase marker B
Operations Map (when in play it operates
hexagons exactly like an airbase)
British Weather Table 25
Port Boxes
Arctic Line
8 Action Tables (permanently Battle Board 55
Bad Weather) 20
U-Boat zone
Modifies Stealth
Attacks AT
BO
U-
41
C
CM
MY
CY
CMY
Yes, Gibraltar is in the wrong place.
K
It should be in the Mediterranean
Sea but putting it here avoided extra
rules about German Task Forces
passing through the strait.
British German
Legend B G Kaiser-Wilhelm canal KW Kanal not adjacent
For Trajectory 43 A Trajectory is not allowed
actions, the two across “not adjacent” hexes.
unplayable hexes connected Air support is allowed.
hex al by arrow are
Kan adjacent to each
KW
port other for the
B German player
8 air base only.
British German
Task Forces 13
Stations & Trajectory segments
brown, red, light tan color and stripes identify the Task Force white
L
IN
TE
CT
TA
C B markers 21 23 TA
TE
N
Oil
IN
N
CO CO
L
Stealth forces A
T
m
B
SU these are not “ships” but they are “forces” -B
O
in
U
es
C
41
M
Y
Fo Leaders er
rb attach to ships or keep nearby d
es ae
CM
R
MY
10
CY
CMY
K
Ships
these go in their respective Task Force Boxes
on the Task Force Display, until Battle when they
CV are transferred to the Battle Board;
Béarn they never go in a hex on the map
1 m BB 4/2
9 13
2 Bismarck
f
BB 3/2 French
Washington usually British controlled
2 m
PB 2/1
Ad. Scheer
1 m
CL 0/0 United States
Hermione
1 f British controlled
A Reinforcement Group A
Reinforcement markers 13 37 Reinforcement
these go in Port Boxes on the game board
but they refer to ships in Reinforcement Boxes on the Task Force Display
The Dice. This game uses six-sided dice. Some game functions use two or three dice, indicated
by the symbol “2d6” and “3d6”, while other game functions will use only one die, indicated by
“1d6”.
© 2022 GMT Games, LLC
AC Rules 1to3 copy.pdf 7 8/23/22 3:40 PM
Ships 6
FRONT
BRITISH GERMAN
“0” = zero allows
class gunnery 56 gunnery
BB 3/2 range: short & CL 1/0 direction arrow 3
ship name point blank Nürnberg Adv. Battle Rules
2 Nelson 1 f
s range: long &
extreme
torpedo
hits to damage speed 13 The Nurnberg is
vs very slow torpedo capable.
50 The number of hits s slow 59
required to damage
52 m medium
the ship. f fast
CM
In most scenarios,
Attacks at Short air strike 27
and Point Blank Aircraft carriers
MY
Convoys represent
CY multiple ships. Convoys -2/na range only. 56 CV may be the source
can’t be Damaged; in CONVOY 1 Gr. Zeppelin of an Air Strike
CMY
some scenarios, they can
vs m action, and Air
K
be destroyed, but in BACK Support. 45
others, each Hit earns
the enemy player VP. They have no
na dispersed 11 CV na gunnery rating
Dispersed
CONVOY German convoys Gr. Zeppelin and may not fire
Although a Convoy vs
marker usually
can’t be dispersed; 2 da
maged
vs in Battle.
56
represents multiple they have a tanker
on their reverse
merchant ships, for
side (AO class).
no air strike
game purposes, it is
Damaged aircraft
considered a “ship.”
carriers may not be
the source of an
AC & AO AC 0/-1 Air Strike action,
German armed merchant Widder
raiders (AC class) are sunk 1 s nor do they
provide Air
if they take one Hit. This is Support. 45
also true of tankers (AO
class). They can’t be Damaged.
SHIP CLASS
AC armed merchant raider CA cruiser CV aircraft carrier
AO tanker CL light cruiser DD destroyer squadron 11
BB battleship Convoy merchant ships 11 PB pocket battleship/heavy cruiser
BC battlecruiser (& maybe destroyers)
7 Task Force
Every ship must be in a Task Force.
What is a Task Force?
A Task Force (TF) is a group of ships operating together in the same place. Put as many ships
in a Task Force as you like. A single ship operating alone is considered a Task Force.
Trajectory
segment
Reinforcements.
This cruiser is not yet in
play. It is in Reinforcement
Group C and can enter
play if the British player
performs a Reorganize
action 37 .
CA 1/0
Devonshire Stealth Action
1 f
T
A
O
m
B -B
in
SU U
es
M
A Port Box is safe. ships of
Reinforcement Group ‘A’
Y
Why put a Station in a Port Box instead of a port’s hex? will enter play at Kiel
CM
While in a Port Box, a Task Force Station may not be targeted by an Air
MY
Strike, Engage, or Stealth Attack action. However, while in a Port Box, the
CY Task Force may not be designated for Coordination or Air Support, nor
CMY may it be designated as the Active TF for an Air Strike, Engage, or Naval
K Search action.
Boxes. They are Port Check tables and they determine the status of a port
4-6 open
at the start of the next Operation. The check procedure and consequenc-
es are explained on p.57 of the Two-Player Scenarios book.
Airbases.
What do the dates mean?
Prior to the year of the printed date, ignore the airbase (it is not in play).
When in play, an airbase serves as an Intel trigger for enemy Task Forces,
and may serve as the source of an Air Strike and Air Support. 27 45
ignore this airbase in 1939
9 Inset Maps
Scenario instructions will indicate when one of these is used instead of the Opera-
tions Map on the game board. When using an inset map, you still need to have
access to Port Boxes, the track, and the Battle Board on the game board.
OFF-MAP PORTS
Murmansk, like Kiel and Scapa Flow on the Norwegian
Sea inset map, are represented as ports. That means they
trigger Intel when an enemy Trajectory segment is placed
here 43 .
MY
CY
CMY
K
POINTS OF INTEREST
These points have no effect on game play, except
to orient the player. For example, in Scenario N1,
the player must strive to place mines in the hexes
with Bud and Aandalsnes. They do not trigger Intel
attachment 43 .
THE CANAL
Kiel is in this hex, and in this other hex too. Both
hexes are linked to the Kiel Port Box. Unlike Scapa
Flow/Methil for the British, a German TF Station
may transfer to either hex from the Port Box,
regardless of how it entered that Port Box. No
action is required to do this.
NOT IN PLAY
The Kiel Bay hex is not in play. No TF Station or
Trajectory segment may be in this hex.
PORTSMOUTH
Both hexes have a British port in them, and
are connected to the Portsmouth Port Box.
Leaders 10
M
aj
before deciding to use this benefit with a ‘6’. You may also use this during a
tr
Inlose
in se
l
does not have one already). Lutjen’s
CMY
te
K Task Force must then be the Active marker may be removed from any
TF in a Completion, Engage, Naval British or French TF. That TF must be
Search, or Trajectory action. designated in the current Action.
Marschall: When you just rolled PoundClyde
one or more dice during an Action Pound: When you perform a Pass
s
x2 as
or Battle, and Marschall’s Task action, you may declare it an All Pass
lp
Marschall
action 35 .
al
Force is the Active TF or on the
Battle Board, you may replace one
of the numbers rolled with a ‘6’. Somerville: Add +2 to any die or dice
You may also use this during a roll involving this Leader’s TF.
Weather Check or Initiative roll “Involving” here means the Task Force Somerville
r
+2 e
even though Prien is no longer 2d6 and add or subtract the sum to the
y
or
tio
x2 as
Pass action 35 .
di
or
+4
al
co
2) NO SMOKE 60 :
During Battle, a Convoy may not produce Smoke. It may
SM
O
benefit from Smoke (that is, the Smoke modifier applies to the Convoy).
K
E
3) DISPERSE: Scenario instructions may allow dispersal. When allowed, na
dispersal is a choice the owning player makes when they have Initiative, Dispersed
CONVOY
and this choice is signified by flipping the Convoy marker to its “dispersed” vs
side. This may also happen during the Maneuver step of Battle. Once dispersed, a
Convoy may never become un-dispersed during the scenario or operation (Convoys
begin each scenario and operation un-dispersed).
C
DISPERSED EFFECTS: A dispersed Convoy is easier to attack via Stealth attack, provid-
ing a positive modifier (as noted on the Stealth Attack Table). During each Round of Battle,
a dispersed Convoy may only suffer one Hit when it is attacked by Gunnery or Torpedo.
M
Thus, if two enemy ships attack it during the Gunnery step, and each scores two Hits, the
Y
dispersed Convoy only suffers one Hit each attack; in this example, suffering two Hits total
CM
instead of four. This Hit-limit also applies to Air Strike actions and Stealth Attack actions.
MY
CY
CMY
4) LIMITED ACTIONS: A Task Force with a Convoy is prohibited from performing an Air
K
Strike, Engage, or Naval Search action. The Task Force may be the Coordinating Task
Force in those actions, however, and if there is an undamaged CV in the Task Force, it
may provide Air Support. Of course, a Task Force with a Convoy may be the target of
those actions.
The Advanced Battle Rules have their own book, and add more detail to surface combat between ships
on the Battle Board. You may use them when playing any scenario or the Campaign. They also require
additional markers (included on the large countersheet), as well as their own player aid.
? A O
A
R
R N
D
CONFUSION
Attitude markers 3
E
UD
C
AT
T
TI
T
IT
AT
M
UD
E
CM
NG
RE
G
IN
MY
UI
NI
OS
N
AC
CL
RU
CY
CMY
Batteries Com
munRunning Damage Control
-2 g.v. icati
ons
Point Blank & Short no gunnery
Advanced Battle Rules add the kind of detail that might satisfy an old school Grognard. What’s an “old
school Grognard”? Picture a Baby Boomer wearing a T-shirt that says “Keep Calm and Game On.” He
is most likely a he, owns at least one dice tower and multiple pairs of tweezers, can explain varying
grades of plexiglass, and is fond of saying the word ‘see-are-tee.” He is friendly enough, as long as you
keep open beverage containers a good distance from the game map.
© 2022 GMT Games, LLC
AC Rules 4to6 copy.pdf 1 8/23/22 3:41 PM
13 CONCEPTS
Glossary...
Action Sequence 25 The string of Actions, or “moves,” players make in pursuit of their victory condi-
tions. It continues until the game ends, occasionally interrupted by Battle 55 .
Contact 23 A marker attached to a Task Force Station or Trajectory segment denoting that
C T
TA the enemy has sighted the Task Force. In that hex, it makes the Task Force
N
CO easier to find and bring to battle. It is generated by an Air Strike, Engage, or
Naval Search action. Contact is usually fleeting.
Designate An Action usually requires you to designate an “Active TF” and other TFs that
will be involved in the Action, including a Target TF in some cases.
Evasive A marker attached to a Task Force and kept on the Task Force Display. The
ve
Maneuvers Task Force knows the enemy is near or comprehends that the enemy endeav-
si
va
24 46 ors to make contact. The marker has many uses, mostly to foil the enemy.
E
Initiative 26 Allows a player to activate Task Forces and Air Bases to perform Actions.
Tally Either one player or the other has it and it changes hands frequently (check for
Initiative
Weather when Initiative changes).
C Intel 21 A marker attached to a Task Force Trajectory segment denoting that the
L
A check the Inactive player makes on their opponent’s Task Forces as they
CM
Interruption 22
attempt an Air Strike, Engage, Naval Search, or Stealth Attack action. This
MY
CY
check can cancel the Action but it usually imposes a modifier influencing the
CMY
Action’s result. It is only allowed when one or more of the Active player’s desig-
K
nated Task Forces has an Intel marker attached. 21
Station 24 Information that a Task Force occupies a point in space and time. A Station can
be the target of an Engage action, and thus, brought to Battle.
Time Lapse 19 The mechanism that shortens a Trajectory, triggered at the conclusion of many
Actions. When both sides perform it, Active player does Time Lapse first.
Trajectory 24 Information that a Task Force is traversing a route. It is a line consisting of one
43 or more segments. As a line, a Task Force is immune to an Engage action.
TRAJECTORY TOTAL: An aggregate of Trajectory segments for determin-
ing the outcome of Air Strike, Engage, Naval Search, and Stealth Attack
actions. See the player aid for how to calculate Trajectory Total, or 17 .
MY
CY
More than one in a hex.
CMY Can more than one Task Force share a hexagon?
K
Yes, there is no limit to how many Task Force Stations can be in the same hex, and British and
Germans may also share the same hex. Trajectory segments from different Task Forces may
also share the same hex. Stations and segments may share the same hex.
15 Trajectories
Fifteen segments maximum, one segment minimum.
How long can a Trajectory be?
A Task Force may have as many as 15 Trajectory segments. It may be as short as one seg-
ment. If it has less than one segment, it is a Station and not a Trajectory.
C
yes
yes no
M
CM
MY
no
CY
CMY
No holes, no forks.
What shape may a Trajectory take?
A linear shape. A Trajectory may
only be a single line with a total
of two ends. No gaps or holes No holes allowed.
allowed, and no branching
allowed.
No fork allowed.
yes no
© 2022 GMT Games, LLC
AC Rules 4to6 copy.pdf 4 8/23/22 3:41 PM
2
3 segments added:
C
M
In this example, the
Y Task Force is on its way
CM
to Clyde/Liverpool.
MY
Remove segments from either end, or both ends.
When are segments removed from a Trajectory?
CY
CMY
Some actions allow you to remove segments from a Trajectory, but
K
usually it will happen as a result of Time Lapse 19 . When removing
a segment, take it from either end of the Trajectory, or both.
3
Let’s say the British
player has an opportu-
nity to remove two
Trajectory segments.
4
He chooses to remove
these two.
17 Trajectory Total
Calculating Trajectory Total.
What is a “Trajectory Total”?
Several Actions (Air Strike, Engage, Naval Search, and Stealth Attack) require players to deter-
mine a “Trajectory Total.” The Trajectory Total determines the column to be used on the action
table (for example, the Engage Table). Determine the Trajectory Total by following these three
steps:
Note: The Active TF retains its role as Active TF even if its Trajectory Select Longest
length is not used to calculate the base number.
Trajectory
M
ry, it has zero segments (the base number can be zero).
Y
CM
MY
3. Deductions: If the Inactive (or “target”) player designated
a Coordinating TF or an Air Support TF, deduct their lengths
CTF Launch
CY
from the base number. If the Inactive player has not made
those designations, the deduction is zero. The result of the
CMY
Trajectory Tota
The Trajectory Total is l
4 + 5 = 9.
Active
TF
5+6= 11
F
CT
Air Support TF
C
5 segments
4
The Inactive
M
player’s Coordinating TF
Y has 4 segments, which
CM This TF has an aircraft are deducted from the
carrier (CV), which is Base number:
MY
11 - 4 = 7
TFive
CY
why it may be used for
Air Support 45 .
t
Ac
ch
CMY
K CV
Se
1
Glorious
m 7
Lau
nch
Target TF
6 segments
CTF
2
The German player Trajectory Tota
l
makes their
designations:
Coordinating TF
4 segments
19 Time Lapse
Time Lapse shrinks Trajectories.
Time Lapse is a game function triggered by many Actions (the Actions Menu on the player aid
notes which Actions do this). Time Lapse removes segments from a Trajectory. When players
perform Time Lapse at the same time, the Active player performs it first. Time Lapse is
triggered when information gets updated, or an Action provides new information.
Intel Limit
not those with Intel markers attached; they If an Intel marker
slow 2 1 is removed, you
stay unless you invoke Intel Limit). 20 may not remove
medium 3 2 more segments
than this limit.
This Task Force’s speed is fast 4 2
medium (its slowest
ship is medium speed). L
TE
C It removes 3 Trajectory Intel markers? IN
segments when
CV How do I remove a segment with an Intel marker?
M
Time Lapse 20
CM
Intel limit.
MY
What if I choose to invoke the Intel Limit during Time Lapse?
Invoking Intel Limit allows you to remove a Trajectory segment attached to an Intel
L
TE
CY
marker (an Intel marker is removed when its segment is removed). Only ONE Intel
IN
CMY
marker may be removed. The Time Lapse table indicates how many segments you 21
may remove when invoking the Intel Limit. You can’t invoke the Intel Limit unless you actually
K
remove a segment attached to an Intel marker. If you don’t remove an Intel marker, the limit does
not apply. Medium and Fast Task Forces may remove two segments but only one Intel marker.
The Task Force is medium speed, so if the
Trajectory segment with the Intel marker
attached is removed, only a total of 2
Trajectory segments are removed by Time
Lapse (Intel Limit). In this example, they
would have to be these two: xxxxxx
d e
a c e
b d
INTEL
21 Intel Markers
Trajectory and Stealth actions bring Intel markers into play. Intel Triggers
What causes an Intel marker to become attached to a Trajectory segment?
When you perform a Trajectory action and you place a Trajectory segment in mines
a hex with an intel trigger (enemy port, airbase, Task Force Station, or Stealth
force), you must immediately attach an Intel marker to that Trajectory seg- U-BOAT SUB
ment. Also, your opponent may perform a Stealth Recon action (when they
have Initiative), and if they place a Submarine or U-Boat force in a hex with
one of your Trajectory segments, that segment immediately gets an Intel
marker attached. See Trajectory action 43 and Stealth Recon action 41 .
SUB SUB
Trajectory action
Interruption 22
IN
TE
When is Interruption triggered?
L
When a player declares an Air Strike, Engage, Naval Search, or Stealth Attack action, and
designates an active player’s Task Force that has one or more Intel markers attached, the
Inactive player must check for Interruption. Pause the action to perform the Interruption proce-
dure.
Solitaire?
Slip: When playing solitaire and the imagi- The British Task Force is
nary player garners an ‘S’ (Slip) result, roll a attempting a Naval
Search. It has an Intel
die:
marker attached, which
1d6 non-player response means the German
1-4 Signals action player is entitled to h
5-6 Evasive Maneuvers arc IN
Interruption. Se TE
L
Interruption procedure.
How does the Inactive player perform Interruption?
C
M
Roll two dice, add the numbers rolled to make a sum, and locate the result on the Interruption
Y
Table (it is printed on the game board). There are no modifiers. Use the sum to determine the
CM
row. To determine which column to use, count the number of Intel markers in all of the Active
MY
player’s designated Task Forces. The result of Interruption can be found at the intersection of
CY column and row. Apply the result immediately.
CMY
8-9 S VforI IC IC
10-12 VforI IC IC IC
Interruption results... 49 52 53 54
The player aid card explains the
results (or see the Rule Book section
on Common Results). It is possible
that the Action will be terminated, or
that Initiative will change hands (that
also terminates the Action).
© 2022 GMT Games, LLC
AC Rules 4to6 copy.pdf 11 8/23/22 3:41 PM
23 Contact
Contact marker is a result of Actions.
When does a Contact marker enter play?
Naval Search, Engage, and Air Strike actions sometimes generate Contact markers. Also, two
markers are generated at the conclusion of Battle resolution, one for each Task Force.
Contact markers represent fleeting rather than sustained contact with the enemy.
TA
CT Contact marker is attached.
CO
N
Where do I put the Contact marker? attached
CT The marker is attached to the Trajectory segment or
TA
CO
N Station in the hex.
transfer
CO
N
TA
CON CON
TACT TACT
CT
One only. CON
TAC
T
in th rves as a
C
A marker T
It serves as a Common Modifier for Air Strike, Engage, Naval Search, determined by
the tar ge t TF’s sp
46
rce is...
and Stealth Attack actions. The value of the modifier depends on the Target Task Fo
m edium or fast
slow
speed of the Task Force it is attached to, as indicated on the player very slow
+3 +2
+4
aid. The slower the Task Force, the more effective the modifier.
Evasive Maneuvers 24
There are three ways: (1) If the result of a Naval Search is EARLY OR LATE 51 ,
si
va
and no hole in the Trajectory is created, the Target Task Force earns an Evasive
E
Maneuvers marker.
(2) If the result of a Naval Search is SHADOW 53 , and the target Trajectory already has
three or fewer segments, the Target Task Force earns an Evasive Maneuvers marker.
(3) If the Inactive player has an opportunity to Seize Initiative 26 53 but chooses not to make
the attempt, they earn an Evasive Maneuvers marker (place it on any Task Force).
e
Task Force, not to a specific Trajectory segment or Station.
v
asi
Ev
One maximum. BB 4/2
How many Evasive Maneuvers markers can a TF have? 2
K. George V
f
C A Task Force may not accumulate more than one Evasive
M
Maneuvers marker at a time. 1/0
CA
Devonshire
Y
1 f
CM
Evasive Maneuvers has many uses.
MY
What can I do with an Evasive Maneuvers marker?
CY
Many things. To use the marker, you must “spend” it (that is, remove it from play), which means
CMY
each marker may be used once. Except for the first use in the list below (Seize Initiative/Vie for
K Initiative), the spent marker MUST belong to the Task Force gaining the marker’s benefit. A list of
uses can be found on the player aid, and they are explained here:
Break Away during Battle: You may spend the marker to allow one ship to Break Away
automatically 61 . Put the ship back in its Task Force Box (on the Task Force Display), or if
playng a mini-scenario, the ship is out of play.
25 ACTIONS
Atlantic Chase is played as a series of actions.
What is an Action?
An Action is what a player does during their turn. To have a turn, and thus to perform an Action,
a player must have the Initiative (see below).
M
The player aid has an “Actions Menu,” a shorthand explanation of the nine actions. They are
Y
also listed here, and they are explained in detail in the Actions section of this Rule Book:
CM
MY
Air Strike Attack an enemy Task Force from the air. Reorganize Reorganize a Task Force (enter a reinforcement).
Completion Remove your Task Force. Signals Pinpoint an enemy Task Force.
CY
CMY
K
Engage Engage enemy ships in a surface battle. Stealth Activate a Submarine, Mine or U-Boat.
Naval Search Search for an enemy Task Force. Trajectory Plot a course on the map.
Pass Pass Initiative to your opponent (and perform Time Lapse).
MUST roll a die to check to see if the Weather changes. Do this before no
GOOD
BAD
change
performing an Action. Weather is either Good or Bad, as noted on the 1-5 1-4
Weather Chart on the game board, and will either remain the same or change
6 5-6
change from Good to Bad, or vice versa. A hex with the Arctic Line in
it is permanently in Bad Weather. W
GOOD
If the Weather is currently Good, and you roll a ‘6’ it changes to Bad. BAD
If the Weather is currently Bad, and you roll a ‘5’ or ‘6’ it changes to Good.
Initiative 26
K
Tally
they do so, do not increase the Tally.
E
modifier
Keep track of the number of times the Inac- If the Inactive player has a Task
si
va
tive player fails to gain the Initiative, either by Force with an Evasive Maneuvers
E
attempting to seize it or vie for it. Use the marker, they may “spend” it to
marker and the track printed on the game obtain an immediate modifier. The value of
board to do this. This modifier is equal to the the modifier depends on the Weather:
current tally. When Initiative changes
hands, reset the Tally to zero. Good +1 Bad +2
Example: 2 3 Arctic Line: If the Task Force’s Station, or one of its
0 1
+1 Trajectory segments, is in a hex with the Arctic Line, the
Tallyr
modifier modifie Inactive player may use the +2 Bad Weather modifier
even if the Weather is Good.
© 2022 GMT Games, LLC
AC Rules 7 copy.pdf 1 8/23/22 3:42 PM
27 Air Strike
Attack an enemy Task Force from the air.
What does this Action do? source...
La
un
It allows the Active player to attack an enemy Task Force. It may only be
ch
performed in Good Weather.
with
Designate the Active TF. CV
What can make an Air Strike?
A Task Force (Station or Trajectory) with an undamaged CV, or an airbase, may be designated
the Active TF (the Active TF may not have a Convoy). The TF or airbase is the “source” of the Air
Strike. The Air Strike originates from the Station’s or airbase’s hex, or if a Trajectory, from one of
its segment’s hex. That hex is the Launch Point. Mark it with the Launch marker (it may not be
on the Arctic Line).
target...
Two hex range to target.
St
ri
What can an Air Strike target?
e k
An enemy Task Force (Station or Trajectory) may be targeted. An airbase 2
or Stealth Force may not be targeted. The target may be no more than hexes away
maximum
two hexes from the Launch Point. Mark it with the Strike marker (it
may not be on the Arctic Line). An Air Strike may cross an Arctic Line hex (for
example, from the German air base at North Cape to Murmansk).
yes
C
Interruption?
K
22
What if one or more of the Active player’s designated Task Forces has an Intel marker?
An Intel marker allows the Inactive player to pause the Air Strike and perform Interrup-
L
TE
tion: roll 2d6, and find the result under the column corresponding to the total number of
IN
Intel markers attached to the Active player’s designated Task Forces. The Interruption
table is printed on the board (no modifiers). If Interruption did not cancel the Air Strike, 21
proceed with the Action.
Point marker must be the last to be removed during Time Lapse. That means if the
nc
h
Trajectory converts to a Station, the Station must be located in the Launch Point hex.
© 2022 GMT Games, LLC
AC Rules 7 copy.pdf 2 8/23/22 3:42 PM
4
Active player rolls a 7,
modified to a 9, so the
1 result is
British TF launches an
La s
Air Strike from this hex.
nc u
h
Trajectory Total
2 ike
Str
The Leipzig is not slow,
so it is not Hit, but its
Target TF is 1 hex away:
TF must be marked
Air Support modifier = +2
with a Contact marker.
CT
C
3 CO
N
TA
9-10
M
Active TF has 5 Trajectory 11-12
Y
segments and the Target 13-14
CM TF has zero segments: CL 1/0 15+
5 total Leipzig
MY
CMY
K
Example Two
Active player elects to use Target TF is 2 hexes away:
3 this TF for coordination: Air Support modifier = +1 -2/na
+2 modifier. (the same Air Base is CONVOY
providing Air Support)
2 vs
4
Active player has 6
Trajectory segments
and the Target TF has 3
Launch
segments: 9 total
(the Trajectory Total). CF
Strike
5
1
Active player rolls a 12, British air base
modified to a 15, so the launches an
result is Air Strike.
29 Completion
Bring your ships into port.
What does this Action do?
It allows the Active player to remove a Task Force from play, by bringing its ships into port.
destination markers
Completion fails.
What happens when a Completion action does not succeed?
The Active player’s designated Task Force performs Time Lapse 19 . Then, the Inactive player
makes a Weather Check 25 and declares their first Action (they now have Initiative).
© 2022 GMT Games, LLC
AC Rules 7 copy.pdf 4 8/23/22 3:42 PM
Completion Examples 30
1
Active player designates this Example One
TF to perform a Completion
fail
action.
2
Inactive player now attempts
to Seize the Initiative:
SI
MY
CY
CMY 1
K Active player (British) Example Two
designates the TF Station to
perform a Completion action.
REMOVE SHIPS
FROM PLAY
2
Inactive player (German) now
attempts to Seize the Initiative:
-2/na
CONVOY
CA vs 1/0
1 Suffolk
The Initiative Tally is zero, and This means the f
the Inactive player rolled a 6, Initiative Tally must
so the Active player main- increase to ‘1’.
tains Initiative and the
Completion action succeeds.
3 L
2 TE
1 IN
0
3 Tally 4
modifier
The Intel marker prevents this TF from
The TF Station is removed
attempting a Completion action (the
and its ships are removed
player can perform a Pass action to get
from play.
rid of the marker – Time Lapse 20 ).
31 Engage
Engage enemy ships in a Battle.
What does this Action do?
It allows the Active player to initiate a Battle 55 against the ships of one enemy Task Force.
En
The Active player designates one of their Task Forces to be the Active TF (it
ga
may not have a Convoy in it), and then designates one enemy Task Force in
ge
the same hex to be the Target TF. If the Action proves successful, the Active iv
e
Task Force will participate in the Battle. ct F
A T
22
CY
CMY
What if one or more of the Active player’s designated Task Forces has an Intel marker?
An Intel marker allows the Inactive player to pause the Engage action and perform
L
TE
Interruption: roll 2d6, and find the result under the column corresponding to the total
K
IN
number of Intel markers attached to the Active player’s designated Task Forces. The
Interruption table is printed on the board. If Interruption did not cancel the Engage 21
action, proceed with the Engage action.
Engage procedure.
How do I resolve an Engage action?
Calculate the Trajectory Total 17 , and roll 2d6. Apply Common Modifiers (player aid and 45 ).
Find the result on the Engage Table printed on the game board. Results are explained on the
player aid and in the Common Results section of this Rule Book, starting on pagexx 49 . After
applying the result, each designated Task Force performs Time Lapse 19 EXCEPT the target
Task Force. Finally, players Vie for Initiative VforI 26 (if Battle occurs, postpone until after the
Battle).
Battle? 55
What happens if the result is “Battle,” or “Closing In,” “Skirmish,” or “Surprise,” and a Battle is triggered?
The Active TF and the Target TF must resolve a Battle (see 55 ). Air Support and Coordinating
Task Forces do not participate in the Battle. Instead, they perform Time Lapse 19 . After the Last
Round of Battle, the Active TF transforms automatically to a Station, and both it and the Target TF
get a Contact marker attached to their Stations. Then players Vie for Initiative VforI 26 .
© 2022 GMT Games, LLC
AC Rules 7 copy.pdf 6 8/23/22 3:42 PM
Engage Example 32
En
Active TF has 4 Trajectory
ga
segments (base number),
ge
AT
but the Inactive coordi- U-
BO
L
TE
Trajectory Total = 1.
IN
17 CF
TF e
4
v
Acti
Active player rolls a 6,
modified to a 7, so the Trajectory To
result is tal
miss
C
The Active TF and the
coordinating TF
CL 1/0
M
perform Time Lapse,
then players Vie for Leipzig
1
Y
CM Initiative. VforI m
MY
CY
CMY
Example continued
-2/na
CL 1/0 CONVOY
Leipzig vs
1 m
L
AT
TE
BO
U-
IN
CA 1/0 CA 1/0
Southampton Liverpool
1 f 1 f
CA 1/0
Devonshire
1 f
33 Naval Search
Search for an enemy Task Force. This action represents ships, or more likely, aircraft from
ships, scouring the ocean looking for the enemy Task Force.
What does this Action do?
It allows the Active player to shorten an enemy Trajectory and maybe make contact with it.
Se
may not have a Convoy), and then designates one enemy Task Force in the
ar
ch
same hex to be the Target TF. Make the designations by placing the Search
e
marker in the shared hex, and use the Active TF marker to clarify which Task iv
ct F
Force is the Active Task Force. A T
CTF Launch
Active player may also designate an Air Support force 45 . Then, the Inac-
CM
MY
tive (or “target”) player may also designate a coordinating force and an
CY
Air Support force.
CMY
K
Interruption? 22
What if one or more of the Active player’s designated Task Forces has an Intel marker?
L
An Intel marker allows the Inactive player to pause the Naval Search and perform Inter-
TE
ruption: roll 2d6, and find the result under the column corresponding to the total number
IN
of Intel markers attached to the Active player’s designated Task Forces. The Interrup-
tion table is printed on the board. If Interruption did not cancel the Naval Search, 21
proceed with the Action.
es ove nt
om em me
Active player rolls a 7,
2
)
d
e”
and there are no
(b is r seg
ol
“h
modifiers in this
ActiF
is
a
example, so the result
T
th
ve
is
ec Trajectory Tota
l
C
The Trajectory
segment is removed
M
from the Target TF’s
CL 1/0
Y
Trajectory, creating a
Leipzig
CM hole in the Trajctory. 1 m
MY
CY
CMY
The Active player 3
chooses to remove the Example continued
K
Target TF’s segments
east of the hole,
leaving only two of the
Target TF’s Trajectory
segments.
35 Pass
Pass initiative to your opponent.
What does this Action do?
It allows the Active player to shorten the Trajectory of one of their Task Forces (Time Lapse).
Time Lapse 19 .
When does Time Lapse happen?
The timing can be important: If the designated Trajectory is reduced to a Station, and that
C Station is in a friendly port hex, it may not be shifted immediately into the Port Box 8 .
M Why? The Time Lapse finishes the Pass action and Initiative has switched to the other player.
Y
CM
MY
CY All Pass.
CMY
How do I perform an All Pass version of this Action?
K If the Active player declares a Pass action, and they have Raeder or Pound in play (leaders),
and they have yet to perform both of their allowed All Pass actions, the Active player may
“upgrade” the Pass action to an All Pass action. Note this choice by flipping the leader over (as
a reminder that the All Pass has been used once), and if already flipped over, remove the leader.
Then, the Active player must perform Time Lapse 19 with each of their Trajectories, doing so
one Trajectory at a time.
Kiel Clyde
remove remove
s
s
nd
x2 as
r
x2 as
de
from play
lp
from play
u
lp
ae
Po
al
al
R
Why Pass? Handing Initiative over can be a good move, occasionally. It may be useful when you
don’t have a great move right now or you want your opponent to lay down more Trajectories or
extend a Trajectory. This Action also allows for an All Pass, if you have the right leader in play, which
can be quite useful when you have multiple Task Forces that really need shorter Trajectories.
Pass Examples 36
CA 1/0
Devonshire The slowest ship in the
1 f Fast TF TF is fast, so 4
Trajectory segments
are removed.
...or these 4.
Instead, these 4
segments could be
removed...
speed
Y
CM
very slow 2 1
Intel Limit
If an Intel marker
MY
CY
Example Two (Intel Limit) slow 2 1 is removed, you
may not remove
CMY
CA 1/0 CL 0/-1 medium 3 2 more segments
than this limit.
K
1 Kent
f 1 Galatea
f fast 4 2
CL 1/0
Montcalm
1 f Fast TF
TE
L INTEL
IN
37 Reorganize
Reorganize a Task Force.
What does this Action do?
It allows the Active player to split or merge Task Forces, and to bring reinforcements into play.
T
C attached, the Active player must decide to either keep it attached or transfer it to the newly creat-
si
TA
va
N
CO ed Task Force (Splitting does NOT generate new markers). If it has an Evasive Maneuvers
E
C
marker, the player must also assign it to one or the other Task Force.
become one Task Force. The Active player selects one of the two to keep,
MY
CY
removing the other Station, and then transfers its ships to the kept Task Station
CMY
Force’s box on the Task Force Display. The removed Task Force Station and only
K
its Trajectory segments may be re-used when forming a new Task Force later,
either by performing a Split or a successful Reinforcement attempt (this may
be done in the very same Reorganize action).
Contact and Evasive Maneuvers marker: If one or both merging Task Forces has a Contact
ve
AC
T marker attached, attach the marker to the kept Task Force. If both had Contact markers, remove
si
T
N one and keep one (likewise with Evasive Maneuvers markers; a Task Force may have but one
va
CO
Evasive Maneuvers marker).
E
Reorganize Examples 38
BB 4/2 CO
NT
AC
Duke of York T
2 f CA 1/0
1 Exeter f AT
BO
e U-
CA 1/0 a siv
1 Liverpool CA 1/0Ev
f 1 Edinburgh
f
merge
CO
NT
AC
T
AT
BO
U-
CM
MY
CY
CMY
CA 1/0
e
iv 1 Liverpool
as f
Ev
CA 1/0
1 Exeter
f
C
O
N
TA
C
BB 4/2 T
Duke of York
2 f AT
BO
U-
CA 1/0
1 Edinburg
h
f
split
AT
BO
U-
C
O
N
TA
C
T
39 Signals
Locate an enemy Task Force.
What does this Action do?
It allows the Active player to transform an enemy Trajectory into a Task Force Station. The target
Trajectory must have an Intel marker attached.
Y
An Active TF performs Time Lapse.
CM Can a Task Force perform Time Lapse during a Signals action?
MY Yes. If the Active player has a Trajectory in the target hex (that is,
CY
where the newly placed Station is), it may perform Time Lapse 19 .
CMY
Only one Trajectory is permitted to do this.
K may perform Time Lapse
Contact markers.
What if the target Trajectory has a Contact marker (or two or three...)?
If the target Trajectory segment has a Contact marker attached, that
marker automatically transfers its attachment to the newly placed N
TA
CT
N
TA
CT
removed.
Signals Example 40
INTEL
INTEL
CM
MY
CY
CMY
K
Example continued
41 Stealth
Activate a Stealth force.
What does this Action do?
It allows the Active player to perform Recon or an Attack (but not both in the same Action).
After performing the action, players Vie for Initiative VforI 26 .
If the Active player declares “Recon,” they must designate one of their U-Boat or Sub- U
marine forces. That force must then be moved to a hex on the map. It makes no differ-
B
ence where the Stealth force is at the moment the Recon action is announced. SU
Movement restriction.
Can the Stealth force move anywhere?
No, it can’t be placed into a hex with an enemy Air Base or an enemy port hex. It can be
enemy...
placed in a hex with an enemy Task Force containing a CV. The German player is allowed
n
ie
one EXCEPTION: if the leader Prien is attached to a U-Boat force, that force may be
Pr
placed in any hex. Remove Prien after the Recon action (the U-Boat may remain there
indefinately, and in a later action, perform a Stealth Attack in that hex). Prien
ignores the restriction
Recon generates Intel. 21
Besides moving a Stealth force to a new location, what else does Recon do?
C
When the Active player places a Stealth force in a hex with an enemy Task Force,
M
either a Station or Trajectory segment, attach an Intel marker to the Trajectory in that L
TE
Y
hex. Do this for each enemy Task Force that has a segment in the hex. IN
CM
MY
CY
Attack procedure: Activate a Mines, Submarine, or U-Boat force.
CMY
What is “stealth attack”?
K
If the Active player declares a “Stealth Attack,” they must designate one of their Stealth A
T
forces. That force must then make an attack on an enemy Task Force in its hex (the U
-B
O
Stealth force is then removed from the game). The Active player may designate a coordi-
nating force or TF, and an Air Support force or TF, followed by the Inactive player. Calcu- B
SU
late Trajectory Total 17 (the Stealth force has a Trajectory of zero, but the CTF or Air
Support TF may be higher). Roll 2d6 and use the Stealth Attack Table to resolve the
attack (printed on the German player’s side of the game board as well as on the player es
in
aid). Apply applicable Common Modifiers as well as other modifiers (see below).
m
Results are printed on the player aid and explained in the Common Results section of
this Rule Book 49. Finally, before Vieing for Initiative, all designated Task Force Trajec-
tories except the target TF perform Time Lapse 19 .
ATTACK RESTRICTION: Only an enemy Task Force Station can be
L
attacked, or a Trajectory if the target segment has a Contact or Intel TE
CT
or TA
marker attached. The Station or Trajectory segment must be in the IN
N
CO
Stealth force’s hex (the “target hex”).
U-BOAT ZONE: When the target is in the U-Boat Zone, attacks gain a positive modifier. A Mines
or Submarine force may use this modifier, not just a U-Boat force.
na
DISPERSED CONVOY: A German attack targeting a Dispersed Convoy gains a Dispersed
CONVOY
positive modifier (printed on the Stealth Attack Table). vs
Stealth Examples 42
recon
Stealth action:
Recon.
2
He moves the U-Boat -2/na
marker from the CONVOY
vs
U-Boat Box to a hex on
the Operations Map.
There is an enemy Task
Force Trajectory
segment in that hex. 3
An Intel marker must
now be attached to
the Trajectory segment
INTEL in the Recon hex.
U-Boats
OA
T
B
U-
MY
(German) declares a
Stealth action:
CMY
K
Attack.
Example Two
The Target TF is a
3
AT
Trajectory with 5 U-
BO
unless it has an Int
segments. l
Trajectory Tota
Target may not
miss miss
miss
Time Lapse. 10-11 s
miss
INTEL s miss
s
4 5 12
s s
The Active player rolls a
Finally, players each 13
rker.
43 Trajectory
Plot a course on the Operations Map.
What does this Action do?
It allows the Active player to create or extend a Trajectory of an existing Task Force.
Extend a Trajectory.
How do I extend a Trajectory?
C
The Active player selects a Task Force Trajectory and
M
adds segments to it. New segments may be added to
Y
either or both ends of the Trajectory.
CM
15 segments and two ends maximum. 14 15 16
MY
How far can I extend a Trajectory?
CY
A Trajectory may have fifteen segments, one segment
CMY
per hex. No holes or branching allowed; a Trajectory
K may have only two ends.
no
Adjacent only.
Can I extend a Trajectory across a “not adjacent” hexside? not
No, a Trajectory may only connect adjacent hexes, not adjacent
those astride the “not adjacent” arrow.
KW canal 4
Intel Trigger enemy
Can I put a Trajectory segment into a hex containing an enemy force?
Yes, a Station may be converted in a hex with an enemy port, air
m
U
-B
SU
in
A
T
Trajectory Example 44
CM
MY
CY
CMY
K
He continues adding
segments, choosing to
stretch the Trajectory
U-BOAT
to Clyde/Liverpool.
INTEL
When he places a
Trajectory segment in BO
AT
U-
the U-Boat marker’s
hex, the Active player
is obligated to attach
Finally, the active an Intel marker to the
player still has initia- segment.
tive, so he may
perform another
Action.
45 COMMON MODIFIERS
Some modifiers apply to several Actions.
What are Common Modifiers?
A “modifier” adds or subtracts from the sum of dice rolled. Four modifiers apply to several Actions
in Atlantic Chase, which is why they are called “common,” grouped together in order to make
remembering them easy. They are explained in this section of the rules, and on the player aid.
yes
K
British TF attempts an
1 Engage action.
RANGE: The value of this modifier depends on how far away
the Launch Point is from the Target hex, measured in hexes.
The shorter the range (noted as ”proximity to target hex” on German TF has a CV (Graf
3 Zeppelin), and invokes Air
the Air Support Table), the more effective the modifier. Both Support. The Launch Point is in
players may invoke Air Support, a positive modifier for the the adjacent hex, so the
Active player and a negative modifier for the Inactive player. modifier is -1. Thus, the overall
Air Support modifier is +2.
CV: If Air Support originates from a British TF has a CV, and
Task Force with an undamaged invokes Air Support.
2
aircraft carrier, and that Task Force The Launch Point is in Launch
Contact 23
CT
targeting a Task Force Station or Trajectory seg- CO modifier. The size of the modifier is N
TA
determined by the target TF’s speed. CO
ment that has a Contact marker attached.
Target Task Force is...
very slow slow medium or fast
SPEED: The value of this modifier depends on the
+4 +3 +2
speed of the Task Force, as indicated on the player aid
(and shown to the right). The speed of a Task Force is
determined by its slowest ship. The slower the Target
Task Force, the higher the modifier.
The Target TF is fast, so
the modifier is +2.
BC 3/2
2 Gneisenau
f
ACT
CONT
age
C
Eng
M
CM
Evasive Maneuvers
MY
29
CY
K
GOOD
player, and only if the Target Task Force has BAD
va
no
change 1-5
E
ACT
CONT
si
Engage
47 Coordination
Coordination
T
BOTH PLAYERS: Either or both players may invoke the O
A
benefit of Coordination. The Active player makes this -B
U
choice first, before the Inactive player makes it.
ONE EACH: In any given Action, each player may desig- Coordination
nate only one Task Force as a Coordinating Task Force
good bad
(CTF). It may be a Station or Trajectory. Instead of a weather weather
Task Force, a player may designate a friendly Stealth active
force (U-Boat, Mines, or Submarine) as the Coordinating player +2 +1
force. target
player -1 -1
L
INTEL MARKER: If the Active player invokes
TE Coordination, and their Coordinating Task
M
Y
IN Force has an Intel marker attached, the Inac-
tive player must pause the current Action to
age
CM
perform Interruption 22 .
Eng
MY
CY
depends on the Weather. For the Active player, if the The British player only
has one TF in the
Weather is Good, the modifier is +2, but +1 if Bad
K
CT
This triggers
nating Task Force (CTF) is a Interruption.
Trajectory, perform Time Lapse
at the conclusion of the Action. 19
© 2022 GMT Games, LLC
AC Rules 8to9 copy.pdf 4 8/23/22 3:42 PM
Coordination Examples 48
Trajectory Total
Launch
The Target TF has 2
Trajectory segments,
Strike
and the British Coordi-
nating TF has 4
segments:
4+2=6 17
CM
segments.
The base number is:
CT
4+4=8
F
A TF
Trajectory Tota
Trajectory Total: l
0
8-2=6 17
2
CT
49 COMMON RESULTS
Actions trigger one or more results.
What are Common Results?
In Atlantic Chase, your ships and Task Forces are affected by a variety of “results,” triggered by
Actions. On Action tables (Air Strike Table, for example), these results are denoted by a symbol,
and the symbols are all presented in this section of the rules, and explained in alphabetical order.
They are also presented on the player aid.
-0, Alert
-1, -2
Resume the Action that was interupted, but modify the active player’s dice roll sum by
the number indicated (-0 means there is no modifier).
Battle
Battle 55
A surface battle between ships is triggered. The ships of the Active Task Force sets up
in the Far zone of the Battle Board. The ships of the Target Task Force set-up on the
other side of the Battle Board, in the Far zone. Ships in Coordinating Task Forces do not
participate in the battle. Once set-up is complete, start the Battle with the Gunnery step
C of Round One. If the Weather is Good, the Last Round will be Round Three, and if Bad
M Weather it will be Round Two. When the last round is complete, or if Break Away termi-
Y
nates battle prematurely, attach a Contact marker on the Active and Target Task Forces
CM
(if they don’t have them already), and both must now be represented in the Battle hex
MY
by Task Force Stations. Players then Vie for Initiative to resume the Action sequence.
CY
CT
CMY
TA
T N
K
TAC CO
N
CO
BC
3/2
2 Scharnhors
ge
t
f
ga
En
ttle
Ba und
Ro
BC 3/2
2 Scharnhorst st
La und
f Ro
BC 2/1
Renown
2 f
CA 1/0
CA 1/0 1 Glasgow
f
1 Glasgow f 2/1
BC
Renown
2 f
Common Results 50
Clos
Closing In
The effect of this result depends on the speeds of slowest ships in each Task Force:
the Active and Target Task Forces. If the Active Task BB 2/0
BC 3/2
Force is faster, treat this result as BATTLE. If the K. George V
2 Scharnhorst f 3 maged
s
Active Task Force is the same speed or slower than da
Attach a Contact marker to the Target Task Force in the target hex. If the target
CT
is a Task Force Station, attach it to that Station. If a Trajectory, attach it to its N
TA
segment. The marker remains attached until the Task Force is no longer in that CO
hex. If the Station transforms into a Trajectory segment, the Contact marker
CT
becomes attached to the segment. If the segment is transformed into a Task N
TA
Force Station, the marker becomes attached to the Station. Only one Contact CO
ge
Y
ga
tory segment, it makes that segment eligible for a
En
CM
MY
Stealth attack (p. 35).
CT
TA
N
CO
CY
CMY
Damage
K
BATTLE BOARD: The target ship is damaged. OPERATIONS MAP: One ship in the
target Task Force is damaged (Active player’s choice). Damage means the ship marker
must be flipped over so that its Damage side is face up. If already damaged, the ship is
sunk (remove it from play; this may earn the Active player Victory Points). If the ship is
a Convoy or DD Squadron, it can’t be damaged. Instead, a Damage result is equivalent
to two Hits. If a Leader is attached to the newly Damaged ship, transfer it to another ship
in the Task Force (if any; if the ship is sunk the Leader is either transferred or killed).
Examples:
ALREADY HIT: If the result is
applied to a ship that currently BC 2/1 BC 1/0
Repulse Repulse
has one or more Hit markers 2 f 2 da
maged s
attached, those Hits are
retained when the ship is BC 2/1 BC 1/0
Repulse Repulse
flipped to its Damage side. 2 f 2 da
maged s
51 Common Results
Early or Late
REMOVE TARGET’S SEGMENT: First, remove the segment from the target hex. If
there is only one segment in the target’s tTrajectory, replace it with a Station and award
that TF with an Evasive Maneuvers marker.
Sca
pa
Search Flo
w
HOLE? Then, if this creates a hole in the Trajectory, the Active player selects the line of
segments to one side or the other of that hole, and removes those segments. This may
drastically reduce the length of the Target’s Trajectory. A “hole” means there is one or
more segments on both sides of the hex where the segment was removed.
C
M
These segments may be ...or these segments.
Y removed....
Sca
pa
Flo
CM Search w
MY
O L E
CY
H
CMY
K
Cly
de
WHO CHOOSES? The Active player makes the selection. However, if the
ve
Target Task Force has an Evasive Maneuvers marker, the Inactive player may
si
va
spend the marker to make the selection instead.
E
marker).
Cly
de
h
Common Results 52
Hit
OPERATIONS MAP or BATTLE BOARD? If this result happens during Battle
Resolution, the Target ship is Hit. If during an Air Strike or Stealth Attack, the
Active player selects one ship in the Target Task Force to be Hit. Hit marker
DAMAGED OR SUNK? Place a Hit marker on the ship, and if it now has a number of
Hits equaling its Damage number, the ship is now Damaged (flip it over so that its
Damage side is face up). If that ship has a number of Hits exceeding its Damage
number, it is Damaged and the extra Hit is immediately applied to the ship on its Dam-
aged side. If already Damaged and the number of Hits equals or exceeds its Sunk
number, the ship is destroyed (remove it from play).
CA 1/0 CA 0/-1
1 Hit Kent
1 f 1 Kent
da
maged s
Examples:
BB 3/2 BB 3/2
1 Hit Rodney Rodney
2 s 2 s
C BC 3/1 BC 2/0
2 Hits Hood Hood
M 2 f 3 da
maged
s
Y
sunk
CY
CMY v
Hit (Very Slow target)
K VERY SLOW ONLY: If the Target Task Force’s speed is VERY SLOW, one ship is Hit.
The Active player selects the ship (it must be Very Slow). If the Task Force is unidenti-
fied (solitaire scenario), identify its ships and then apply the Hit to a Very Slow ship (if
any).
s
Hit (Slow target)
SLOW or VERY SLOW: Same as above (Hit: Very Slow), but if the Target Task Force’s
speed is SLOW or VERY SLOW, one ship is Hit.
Initiative Change
IC
This result can be triggered by Interuption. When triggered, the interupted Action is can-
celled and the Inactive player immediately gains Initiative (remember to make a Weath-
er Check 25 ).
Lose Contact T
LTE
L
AC
Remove the Target Task Force’s Contact and Intel markers, but OC
NTT TIEN
N
TCA I N
only those in the Target hex. If there are none, this result has no CO
effect.
© 2022 GMT Games, LLC
AC Rules 8to9 copy.pdf 9 8/23/22 3:42 PM
53 Common Results
miss
Miss
No effect, unless...
INTEL? If one or more of the Active player’s Task Forces desig- L
nated in the Action has an Intel marker, initiative changes TE IC
hands. “Designated” means: Active TF, Coordinating TF, Air IN
Support TF.
splash Splash 57 59
NO HIT: This result is triggered by Gunnery or Torpedo Attack during Battle. It means
that the attack against the Target ship did not score a Hit.
SI
Seize Initiative 26
SEIZE INITIATIVE ATTEMPT: The Inactive player may perform a Seize Initiative
Attempt, rolling two dice, adding their numbers to make a sum, and adding two possible
modifiers (the Initiative Tally and/or Evasive Maneuvers). If the modified sum is 9 or
C
higher, the attempt succeeds and the Inactive player now has the Initiative (reset the
Initiative Tally to zero, and make a Weather Check). If the attempt fails, increase the
Initative Tally by 1.
M
NO THANKS: The Inactive player may choose not to make the attempt. If so,
ve
CM
si
va
MY
E
CY
CMY
K
Shadow
LEAVE THREE: Remove all but three of the Target’s Trajectory segments.
LEAVE THE TARGET SEGMENT: The segment in the target hex may not be removed.
Sca
Search pa
Flo
w
However, if the Target Task Force has an Evasive Maneuvers marker, the
s
va
Inactive player may spend the marker to make the selection instead.
E
THREE OR LESS? If the Trajectory has only three or fewer segments to begin
ve
with, none are removed and the Target Task Force earns an Evasive Maneu-
si
va
vers marker 24 , if it does not have one already (a TF may have only one).
E
SEIZE INITIATIVE ATTEMPT: Finally, after removing the Target Task Force’s SI
Trajectory segment(s), the Inactive player may attempt to Seize Initiative 26 .
© 2022 GMT Games, LLC
AC Rules 8to9 copy.pdf 10 8/23/22 3:42 PM
Common Results 54
Sighted
SIGHTED: The Target Task Force immediately transforms to a Task
Force Station. Remove all of its Trajectory segments and place the
Station in the Target hex. If the Target Task Force has one or more Intel
markers, remove them.
CONTACT MARKERS? Remove the Target’s Contact markers, unless CT
one is attached to a segment in the Target hex (that marker remains N
TA
CO
attached to the Target’s Task Force Station).
Skirmish
BATTLE? 55 If the Active Task Force is faster than the Target Task Force, the Active
player may initiate a Limited Battle. Ships start in their respective Far zones. Play one
round of Battle only, then vie for initiative. VforI
CONTACT? If the Active Task Force is not faster, or if the Active player chooses not to
initiate a Limited Battle, treat this result as CONTACT 50 .
C
Y S
Slip
CM SLIP AWAY? This result is triggered by the Interuption Table. When triggered, the Inac-
MY tive player has a choice: Either perform a Signals action (the Inactive player must select
CY
either the Active Task Force or the Active player’s Coordinating Task Force as the target
CMY
of this unexpected Signals action), or, attach an Evasive Maneuvers marker to the
Target Task Force. After making this choice, cancel the current Action. Players vie for
initiative to resume the Action sequence. VforI
K
Surp
Surprise
BATTLE: Treat as BATTLE 55 . However, If the Active Task Force is faster than the
Target Task Force, the Inactive player’s ships are set-up by the Active player, and the
inactive player’s ships may be set-up in either zone, Near and/or Far. The Active play-
er’s ships set-up in their side’s Far zone. Also, the Active player’s ships attack first in
Round One, applying the results of Gunnery before the Inactive player’s ships have the
opportunity to attack. At the end of Battle, players vie for initiative. VforI
55 BATTLE
Battle is the result of an Engage action.
What triggers a Battle?
The BATTLE result of an Engage action triggers Battle Resolution. CLOSING, SKIRMISH, and
SURPRISE may also trigger it, which means there is a slim chance that a Naval Search action
could trigger Battle Resolution too, depending on the relative speeds of the Task Forces.
M
respective Far zones. If the Active player’s ships
Y
are faster, they set-up in the Far zone but the
CM
Target player’s ships set-up in the Near and/or
Far zones (the Active player chooses), and,
GERMAN
MY
SIDE
CMY
Battle Sequence.
What happens during a Battle Round?
Players perform Gunnery simultaneously, followed by topedo attacks, and then they Maneuver
their ships. The Round often ends with a Break Away attempt, which if successful, may end the
Battle.
Battle Round: Sequence of Play
1. Gunnery step ships attack simultaneously
2. Torpedo step torpedo-capable ships in the Close zone may attack targets
in the Close or Near zones
3. Maneuver step ships may move to an adjacent zone, slowest ships first
CA 1/0
The British BB and the
1 Sheffield
f
CM
MY
German BC are at
Long range.
CY
CMY
BB 3/1
Range determines the number Warspite
of dice you roll 2 s
Blank
Point
Short
Extreme
Long
1/0 BC
3/2
2 Gneisena
u f
CA 1/0
1 Belfast
f The German BC’s GV
against either British
Gunnery is allowed even if the GV is zero or a negative target is 2.
number, but not allowed if its GV is ‘na’.
57 Gunnery
Gunnery attack.
How do ships attack?
During the Gunnery step, each ship has the opportunity to attack once. It must target a single
ship on the enemy’s side of the Battle Board or in the Close zone. To attack, roll two or three dice
and add two of the numbers rolled to make a sum. Locate that sum on the Gunnery Table printed
on the game board (shown here). The sum may be modified by a number of factors, as indicated
by the modifiers table.
MY
CMY
Smoke: see 60
Gunnery Result 58
Attack result.
What are the effects of an attack?
BC
Depending on the modified sum on the Gunnery Table, a ship that attacks 3/2
will either incur a Hit on its target, two Hits, or have no effect (Splash). 2 Gneisenau
f
Splash.
What is the effect of a Splash? 2 Hits damage
None. Although there may have been some harm done to the target, it is too little to the Gneisenau
measure in this game. “Splash” refers to the plumes of water sighted by gunnery officers (flips the marker
as a ship’s projectiles zero-in on their target. over)
SQUADRON
s
CY
ship marker).
CMY
...modified down to a 5
K
CA 1/0 SM splash
OK
1 Glasgow
f E
–
value –
59 Torpedo Attack
Torpedo capable.
Which ships may perform a torpedo attack?
Ships printed with a torpedo icon may perform a torpedo attack during CA 1/0
the Torpedo step of a Battle Round. Each may attack only once during a
o
rp O
Glasgow
ed
1 f
To N
game. To remember which ships have already attacked, attach a No
Torpedo marker to the ship. Damaged ships are never torpedo capable.
torpedo-capable icon
No Smoke.
A ship producing Smoke or obscured by Smoke may no icon
NOT perform a Torpedo attack. It may be the target of
E
K
O
DD 0/na
Can some ships attack more than once?
SQUADRON Yes. A DD Squadron is a ship marker that represents one or more destroyer class
s ships. In some mini-scenarios, they are allowed multiple Torpedo Attacks.
MY
Target in the Close or Near zone.
CY
Which ships may be targeted by a torpedo attack?
CMY
An enemy ship in the Close or Near zone may be the target of a torpedo attack.
K
Torpedo Attack.
How does a ship perform a torpedo attack?
During the Torpedo step of the Battle Round, players simultaneously declare and perform their
attacks, if any. One attacking ship at a time, the owning player declares the attacking ship’s
target and rolls two dice. Add the numbers rolled to make a sum and modify that sum by the mod-
ifiers indicated in the modifiers table. If the modified sum is 11 or higher, the target suffers two
Hits.
1/0
splash
CA
London f
1 –
...rolls a 10, modified to ...and the target
an 11... suffers two Hits. value –
BB 3/1 (target is slow +1)
Tirpitz
4 ‘–’ means not applicable
a
dam ged
s short & long ranges
Maneuver 60
MY
BC 2/0
CY Scharnhorst
CMY
3 da
maged
s
K
The BC is slow so it
goes first. It moves into
the Far zone.
Smoke. SM
OK
E
Where does the Smoke marker go?
Except for Convoys and Damaged ships, each ship may produce Smoke during the Maneuver step. A
ship may move and produce Smoke, or remain where it is and produce Smoke. A ship with a Hit marker
may produce smoke as long as it is not Damaged. Place the Smoke marker on or next to the ship marker
producing the Smoke. Two other ships in the zone may be obscured by the Smoke (arrange ships to
make this obvious). Obscuring other ships is not mandatory, it is a choice the player makes. A ship may
stop producing Smoke only during the Maneuver step, even when Damaged prior to that step.
the ship producing the smoke, as well as one or two other ships obscured by the CA 1/0
Smoke. Smoke also adversely modifies all Gunnery originating from ships 1 Fiji
SM
f
obscured by the Smoke.
OK
CA 1/0 E
1 Belfast
f
The effect is a -1 gunnery modifier. A firing ship obscured by Smoke targeting a
two ships obscured by
ship also obscured by Smoke, earns a -2 modifier. Smoke does not modify Torpe-
Smoke, the BB is
do attacks. not obscured
© 2022 GMT Games, LLC
AC Rules 10 copy.pdf 7 8/23/22 3:44 PM
61 Break Away
Players may end Battle early.
Can ships exit the Battle Board?
During the Break Away step, either player may announce that they intend to exit the Battle
Board. If both players agree to do this, the Battle immediately ends. If only one player makes this
announcement, success is not automatic. That player must make a Break Away attempt.
C
+2 all of your ships are in the Far zone
Baoun
R
ttl d
e
M
MY
enemy’s ships on the Battle Board);
BC 3/2
2 Gneisenau
-1 one or more of your opponent’s ships f
CY
attached to the battling Task Force. One ship in the Far zone exits but the rest remain
si
va
on the Battle Board to continue the Battle. Place the exiting ship back in its task force
E
Exit 62
Battle ends.
How does Battle end?
A Battle ends in one of two ways: At the conclusion of the Last Round (Round
Three in Good Weather or Round Two in Bad Weather), or when a player no
longer has ships on the Battle Board (this can happen when they sink or Break ttle
un t
Baound
d
Ro Las
Away). R
Exit.
Where do ships go when Battle ends?
When Battle ends, ships still on the Battle Board are returned to their respective
Task Force Displays. They must return to the Task Force Box they left at the start
of Battle.
Mutual Contact. 23
What is the status of the task forces after Battle?
Both Task Forces must now be marked with a Contact marker,
and both must revert to Stations (if not already a Station).
T
TAC
CON
C
Only one Task Force survived Battle?
Even if only one Task Force has ships, that surviving Task Force
T
M
AC
gets a Contact marker.
NT
Y
CO
CM The marker does not represent the actual sighting of enemy ships. It
MY represents the information back at HQ as a result of the sighting. The
CY ships may no longer be there to see, but during Battle or in the
CMY moments leading up to it, those ships sent word about the contact.
26
Who has Initiative after a Battle?
In order to determine which player has the Initiative, players each roll a die to Vie for Initiative.
CV Limit
A Task Force containing an aircraft carrier (CV) may only provide Air Support or perform an Air
Strike action if it is a Station, or if it is a Trajectory with six or fewer segments.
19
nc
Total 17 .
ry
to
27 45
ec
13 14
K
aj
tr
Airbase marker 44
Seize Initiative 26 Arctic line 4,
4 20
20 Weather 25
25
attempt automatically
s
en
45
at e
tj
iv
iti iz
Lü
in se
Damage 50
M
50
Designate 13,
13
U-boat marker may Disperse 11
11
perform Stealth
n
re
ie
no
Recon anywhere 41 .
Escort pool 15, 19, 23, 27, 31,
ig
Pr
Kiel
de
operation.
s
x2 as
ae
Gunnery 57
lp
Y
57
R
al
CM
Gun rating/value (GV) 6,6 56
56
MY
CMY
Initiative 25, 26
Fo
K 25 26
Inset map 99
When the Active TF, Intel marker 21 21
remove one Intel
Intel trigger 21, 43
ul
l
te
Interruption 13, 22
en
be a designated TF in
the current Action).
KW Kanal 44
r
n
ke
tio
na
Walker’s Coordination
al
Leader 10
rd
W
10
+4
o
modifier is +4 47 .
co
Leader killed 50
50
All Pass action 35
Clyde
twice/scenario or
d
Port 4,
4 88
un
s
x2 as
operation.
lp
Po
al
Reinforcement 37
37
Add +2 to any die or Reinforcement Group 5, 5 3737
lle
dice roll.
r
vi
RV 55 – Tutorial, 4 – Solitaire
+2 ifie
er
od
m
m
So
Scenarios
Add or subtract 2d6
from the Trajectory Segment 7, 7 15, 16
15 16
y
Total 17 .
ve
or
Ship 66
ct
To
aje
tr