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Atlantic Chase Wargame Guide

This document provides an introduction to the board game Atlantic Chase, which models naval operations between British and German forces in the Atlantic Ocean from 1939-1942. It uses a system of trajectories to represent the fog of war and organizes ships into task forces on the game board. The introduction outlines the historical context of the Battle of the Atlantic and provides an overview of the scenarios and components included in the game.

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Lopo Metello
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
96 views64 pages

Atlantic Chase Wargame Guide

This document provides an introduction to the board game Atlantic Chase, which models naval operations between British and German forces in the Atlantic Ocean from 1939-1942. It uses a system of trajectories to represent the fog of war and organizes ships into task forces on the game board. The introduction outlines the historical context of the Battle of the Atlantic and provides an overview of the scenarios and components included in the game.

Uploaded by

Lopo Metello
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 64

AC Rules 1to3 copy.

pdf 1 8/23/22 3:40 PM

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

25 ACTIONS 14 Station & Trajectory


45 COMMON MODIFIERS 17 Trajectory Total
49 COMMON RESULTS 19 Time Lapse
21 Intel Markers
C

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.

© 2022 GMT Games, LLC


AC Rules 1to3 copy.pdf 3 8/23/22 3:40 PM

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.

Component Manifest Credits


Game board: 22”x34” Design & Graphics:
Two 8.5”x11” Inset Maps Jeremy (Jerry) White
Two 11”x17” double-sided bi-fold player aids
One 11”x17” double-sided bi-fold Advanced Battle Playtest, Proofreading, Kibitzing:
Rules player aid Mark Aasted, Mike Bertucelli, Mark Buxton,
Chris Janiec, Jordan Kehrer, Karl Kreder, Hans
Two 8.5”x11” double-sided Campaign player aids Korting, Rick McKown, Allen Martin, Troy
Two 8.5”x11” Task Force Displays Nichols, Eric Reiser, Jerome Weisen.
1.5 sheets of counters
Thank you to those on Consim and BGG who
225 wood sticks (Trajectory segments) provided polite and patient corrections: Scott de
15 cylinders (Task Force Stations) Brestian, Paul Johnson, Stéphan Tasky, Francis K.
Four six-sided dice (two red, two blue) Lalumiere, Jerry Tressman, Gregg Keizer, Brian
Rule Book (64 pages) Workman, Philippe Gantzer, Rugs Clash.
Advanced Battle Rules (24 pages)
Tutorial (56 pages) Publishers:
Gene Billingsley, Tony Curtis, Andy Lewis, Mark
Solitaire Scenarios (72 pages) Simonitch, Rodger MacGowan.
Two-Player Scenarios (60 pages)
© 2022 GMT Games, LLC
AC Rules 1to3 copy.pdf 4 8/23/22 3:40 PM

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’.

The game engine is the Action Sequence.


How do we play?
Scenario instructions in the Solitaire Scenarios and Two-Player Scenarios books tell you who
has the Initiative. That player (or “side” if playing solitaire) is the “Active player” 26 , and gets to
perform “actions.” Actions are the chess-moves a player makes to push the game along in
pursuit of victory (the player aid has a “menu” of Actions for quick reference). Eventually, or
maybe quickly, Initiative will change hands and the other player will perform Actions. This back
and forth continues until the scenario or operation ends.
© 2022 GMT Games, LLC
AC Rules 1to3 copy.pdf 5 8/23/22 3:40 PM

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.

Unplayable Area Track Action Tables


U-Boat Box
German Off-Map Port in
Port Boxes Identical to a port A Task Force (TF) is “in” another TF’s hex if it
in each hex has a Station or Trajectory segment in a hex with
8 that other TF’s Station or Trajectory segment.

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.

© 2022 GMT Games, LLC


AC Rules 1to3 copy.pdf 6 8/23/22 3:40 PM

5 Players & Components


British or German?
How many players?
Atlantic Chase can be played solitaire or as a two-player game. In either case, one “side” is the
British naval command and the other “side” is the German naval command.

British German

Task Forces 13
Stations & Trajectory segments
brown, red, light tan color and stripes identify the Task Force white

Intel & Contact

L
IN

TE
CT
TA
C B markers 21 23 TA
TE

N
Oil

IN
N
CO CO
L

back of Contact markers have a variety of uses

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

Once damaged, flip


the counter to its BACK
'damaged' side. (damaged side)

hits to sink BB 1/0 no torpedo


CL 0/-1
The number of Nelson Nürnberg
C
additional hits required 2 da
maged
vs 1 da
maged s
Damaged ships are
never torpedo
to sink the ship.
M
capable, nor may
they create smoke.
no damage gunnery
Y

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)

© 2022 GMT Games, LLC


AC Rules 1to3 copy.pdf 8 8/23/22 3:40 PM

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.

Organize your Task Forces.


Where do I put ships?
Place ship markers on the Task Force Display card. Set that card to the side of the game
board. Do not hide that card from your opponent (if you have one).

These two cruisers are


operating together in this
Task Force.

On the Operations Map,


CA 1/0
BB 4/2 1 Belfast
f
this TF is represented by
2
K. George V
f
either its Task Force Sta-
CA
1/0
tion or its Task Force
C -2/na 1 Edinburg
h
f
Trajectory: 14
CONVOY
M
vs
Y
Station Trajectory
CM The SPEED of a Task
MY
Force is determined by
its slowest ship. This This Task Force is fast.
CY
Task Force is very slow.
CMY

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

Merging and Splitting Task Forces


These markers may not
How do I move ships from one box on the Task Force Display to another? be in a Task Force. Place
A Task Force represented as a Station may merge or split. To do so, them in a hex on the
perform a Reorganize action 37 . Trajectories can’t merge or split. Operations Map.

© 2022 GMT Games, LLC


AC Rules 1to3 copy.pdf 9 8/23/22 3:40 PM

Ports & Airbases 8

A port in a hex is connected to a Port Box.


What is the purpose of a Port Box?
A port printed on the Operations Map, in a hex or on the border of a hex,
is “connected” to a Port Box (in either case, the port is considered to be in
the hex). The Port Box provides room for placing Task Force Stations and
Reinforcement Group markers. It is also “safe” (see below).

A Station can move from hex to box, and box to hex.


What does “connected” mean?
A Task Force Station in a friendly port hex may transfer to the Port Box.
The Active player may do this automatically when they have Initiative, and
there is no “cost” or “penalty,” nor is a particular Action required. Likewise,
a Task Force Station in a Port Box may transfer automatically to the hex
of its corresponding port on the Operations Map, at no cost or penalty
A
(only the Active player may do this). Reinforcem
ent
Pass action: In a Pass action, Time Lapse ends the action, which means
a Trajectory may not simultaneously be reduced to a Station AND trans-
fered to a Port Box.
C

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.

A port may be Neutral, depending on the scenario.


What is the effect of a Neutral port?
Depending on the date of the scenario played, some ports are “neutral,”
controlled by neither side. Unless scenario instructions say otherwise, indicates a French port
ignore the port (it is not an Intel trigger 21 43 ).

French ports and Norwegian ports. Brest


What do the tables in the Port Boxes do?
Unless playing the Campaign Game, ignore the tables printed inside Port 1-3 closed
1d6

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

© 2022 GMT Games, LLC


AC Rules 1to3 copy.pdf 10 8/23/22 3:40 PM

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 .

MURMANSK & DENMARK ST: On the Norwegian Sea inset


map, Murmansk is considered a German port, as are the
two hexes representing the Denmark Strait. They are not When using this inset map,
connected to Port Boxes, however, which means a unlike on the game board,
German TF Station may not be shifted to such a Port Box Murmansk is considered a
and German Reinforcement Group markers may not be German controlled port. It is
placed in those nonexistent boxes. an intel trigger for British
ships.
SCAPA FLOW & METHIL: On the Norwegian Sea inset map,
both ports share the Scapa Flow/Methil port box. Keep
C
the TFs from each port separate. When it moves from Port
M
Box to map, a TF should not magically jump from Methil to
Y Scapa Flow or vice versa.
CM

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.

© 2022 GMT Games, LLC


AC Rules 1to3 copy.pdf 11 8/23/22 3:40 PM

Leaders 10

Attach a Leader to a ship.


Where do I place Leader counters?
Each Leader in play must be attached to a ship. Place it on the ship counter. Raeder and Pound are
exceptions: Instead of attaching to a ship, place them in Kiel or Clyde/Liverpool (or just keep them close
at hand). Prien is another exception: Attach him to a U-Boat force. Scenario or Operation instructions will
tell you which leaders are available in each scenario and operation.

Ship casualties affect leaders.


What happens to a Leader attached to a sunk ship?
If their ship is sunk, the Leader transfers automatically to another ship in the Task Force. If no other
ship, the leader is killed or captured (remove from play).

Leaders have benefits.


Can a Leader’s benefit be used more than once?
No, each Leader’s unique effect (explained below) may be used once each scenario or operation.
Remove the Leader after use. Exception: Raeder and Pound’s benefit may be used twice.
GERMAN BRITISH
Krancke: When Krancke’s TF is Forbes: When you just rolled one or
the Active TF or the designated more dice during an Action or Battle,
target, you may roll 2d6 and add or and Forbes’ Task Force is the Active TF
C Krancke subtract the sum to the Trajectory or on the Battle Board, you may replace Forbes
ry

Total 17 . You may roll the 2d6


to

one of the numbers rolled


ec

M
aj

before deciding to use this benefit with a ‘6’. You may also use this during a
tr

(if you don’t use it, roll again later).


Y
Weather Check or Initiative roll (any
CM
Lutjens: When you make a Seize type) (Forbes’ TF must be designated in
MY
Initiative attempt 26 , it succeeds the next Action).
CY
Lütjens automatically and Lutjens’ TF gets
Gensoul: When his Task Force is Gensoul
e

an Evasive Maneuvers marker (if it


at e
iv
iti iz

Inlose
in se

designated as the Active TF, one Intel

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

(any type) (Marschall’s TF must be is designated in an action. This benefit


ifi
od

designated in the next Action). may not be used during a Weather


m

Prien: Attach to a U-Boat force. Check or an Initiative roll (any type).


That force may perform Stealth
Prien Recon 41 in a hex with an enemy Tovey: When Tovey’s TF is the Active
re

TF or the designated target, you may roll


no

air base or port. Once in the hex, Tovey


ig

even though Prien is no longer 2d6 and add or subtract the sum to the
y
or

Trajectory Total 17 . You may roll the


t

attached, the U-Boat may perform a


ec
aj

2d6 before deciding to use this benefit


tr

Stealth attack in that hex (the


German player must have the (if you don’t use it, roll again later).
Initiative to do this).
Walker: When his Task Force is the
Raeder Raeder: When you perform a Pass Walker
Kiel Coordinating Task Force, the Common
n

action, you may declare it an All


s

tio
x2 as

Modifier for Coordination is +4 47 .


na
lp

Pass action 35 .
di
or
+4
al

co

© 2022 GMT Games, LLC


AC Rules 1to3 copy.pdf 12 8/23/22 3:40 PM

11 Convoy, DD Squadron, Shore Battery


Convoy special rules. -2/na
Do Convoys operate differently? CONVOY
Yes, since Convoys denote multiple ships. They have four special features: vs

1) PRECIOUS CARGO: A Convoy may not be Damaged in Battle. In most


scenarios, it may not be destroyed (sunk). In most scenarios and in the VP
Campaign, each time it suffers a Hit, that Hit is converted to Victory Points
(VP) for the attacker. Scenario instructions explain the particulars.

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.

DD Squadron special rules.


Are there special rules for the DD Squadron?
Yes, like the Convoy, the DD Squadron usually represents multiple ships. It may DD 0/na
not be Damaged but it can suffer Hits. Scenario instructions will indicate how SQUADRON
many Hits it can take before being destroyed. Also, unlike the Convoy, it may s
produce Smoke 60 . In the Advanced Battle Rules, it may Pursue 10 .

Shore Battery special rules.


How does the Shore Battery work?
It comes into play only on the Battle Board, and only in scenario MS5. Scenario stopped 1/0
instructions will indicate its set-up zone. The Shore Battery has limitations and Shore Battery
benefits: During Gunnery, it attacks like a ship, but it can’t be attacked (it is not
affected by Hits and is never Damaged). During Maneuver it can’t move, and
during Break Away it can’t exit until the scenario ends, nor does it modify your
opponent’s Break Away attempt. It is immune to Torpedo attack.
© 2022 GMT Games, LLC
AC Rules 1to3 copy.pdf 13 8/23/22 3:40 PM

Components for Advanced Battle Rules 12

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.

Snafu Check result markers 2

? 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

Special Effect markers 11

Rudder Turret Flooding Fire Bridge


-2 g.v. stopped
Out all ranges no gunnery very slow no gunnery

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
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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

enemy has information about the Task Force’s whereabouts or route. It is


TE

generated by a Trajectory action 43 or by a Stealth Recon 41 action.


IN

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 .

Pins and Strings (historical note)


What do “Stations” and “Trajectories” represent?
They represent a Task Force’s position on a nautical chart. During the war, information at headquarters was
rarely up to date, and often the position of even a friendly Task Force was only known approximately, its position
represented as a string (Trajectory) rather than a pin (Station). If a Task Force is represented as a Station (a pin
stuck in the chart), it indicates to both players that the information about its location is very good. It is (probably)
where it seems to be on the map. A Trajectory, however, offers only fuzzy or partial knowledge. The Task Force
is somewhere between the ends of the line of Trajectory segments. Generally, to engage an enemy Task Force
with your battleships and cruisers, you need to reduce it to a Station by performing a Naval Search 33 .

© 2022 GMT Games, LLC


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Station and Trajectory 14

Station or Trajectory, not both.


Can a Task Force be a Station and a Trajectory at the same time?
No, a Task Force is represented as either a Station or a Trajectory.
These two Task Forces are “in”
the same hex. See 3 .

This British Task Force


is currently represent-
ed by a Trajectory of 6
segments.

This German Task Force is currently


These two German represented by a Trajectory of 3
C
Task Forces are segments.
M currently represented
Y
by Stations.
CM

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.

Station to Trajectory and vice versa.


How does a Station become a Trajectory, or a Trajectory become a Station?
A Task Force Station can be transformed into a Trajectory by performing a Trajectory action 43 .
A Trajectory becomes a Station when it no longer has Trajectory segments. This can happen as
the result of a variety of Actions, including those performed by your opponent (Naval Search),33
but most often it will happen as a result of Time Lapse 19 (when you remove all of a Trajectory’s
segments, its Station may be placed in ANY hex that just had a segment removed).

A Station can be transformed A Trajectory can be transformed


into a Trajectory by performing into a Station by performing a
a Trajectory action 43 . Naval Search action 33 , or the
result of Time Lapse 19 .
© 2022 GMT Games, LLC
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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.

One segment per hex; segments prohibited in Port Boxes.


How many segments can be in a hex or a Port Box?
A Task Force may have only one segment in each hex of its Trajectory. Segments from other
Task Forces, including enemy Task Forces, may share that hex. A Trajectory segment may not
be in a Port Box (but a Task Force Station MAY be in a Port Box).

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

Adding and Removing Segments 16

Add segments to either end, or both ends.


When are segments added to a Trajectory?
You may increase the length of a Trajectory by performing a Trajectory action 43 . When adding
a new segment, it can extend either end of the Trajectory.
1
The British Trajectory
may get longer by
adding segments to
either or both ends.
There are many
possibilities.

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.

© 2022 GMT Games, LLC


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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:

1. Longest Trajectory: If the Active player did not designate


a Coordinating TF or an Air Support TF, use the Active TF to
calculate the base number (in step 2). Otherwise, compare Active CTF Launch
TF
their lengths to the Active TF. If one is longer, use it instead of
the Active TF. If both are longer, take the longest Trajectory.

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

2. Base number: Add the Active player’s longest designated


Trajectory (from Step 1) to the target TF’s Trajectory. The sum
is the “base number.” If a TF is a Station rather than a Trajecto- Active
TF
+ Target
TF
C

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

deduction is the Trajectory Total (if zero or a negative number,


K

use zero). Deduct both

In this example, the Naval Search


could also happen in this hex
The German player (German player’s choice).
declares a Naval Search
Sea
rch
action.

The Active TF has 4


Trajectory segments and
the Target TF has 5.

Trajectory Tota
The Trajectory Total is l
4 + 5 = 9.
Active
TF

© 2022 GMT Games, LLC


AC Rules 4to6 copy.pdf 6 8/23/22 3:41 PM

Trajectory Total Example 18

1 The British player 3


declares a Naval Search The British player’s
action 33 . Air Support TF is the
longest Active TF
involved in this Action,
The British player makes so its length must be
their designations: used for the Base
number:
Active TF 5 segments
zero segments

Added to the length of


the Target TF
...6 segments...
Coordinating TF the
3 segments Base number is:

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

The Trajectory Total is


ar

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

© 2022 GMT Games, LLC


AC Rules 4to6 copy.pdf 7 8/23/22 3:41 PM

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.

Speed determines Time Lapse removal.


How many Trajectory segments does Time Lapse remove?
The exact amount is determined by the Time Lapse table (you can find it printed on the game
board as well as on the player aid). However, you may not remove a segment that has an Intel
marker attached.
weather
If there are not enough segments to satisfy speed good bad
“the exact amount,” remove all of them (but very slow 2 1

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

ious m performing Time Lapse.


Victor
Y

1 If the Task Force has one or more Intel markers


CM
attached, the owning player has a choice:
MY
CL 0/-1 Remove “the exact amount” (as above) without
Arethusa
CY
1 f removing segments attached to Intel markers,
CMY or, invoke Intel Limit 20 .
K

The British player


chooses these three
segments to remove.

Zero segments? When all segments are


removed, replace one of them
with a Station.

© 2022 GMT Games, LLC


AC Rules 4to6 copy.pdf 8 8/23/22 3:41 PM

Time Lapse 20

Roll a die in Bad Weather.


How does Time Lapse work in Bad Weather?
In Bad Weather, you must roll one die instead (if more than one Task Force is affected
by Time Lapse, roll separately for each). Remove the number of segments equal to the W
BAD
number you roll. Intel Limit still applies (see below). In Good Weather, if some but not
all of a Trajectory’s segments are on the Arctic Line, the player may choose to roll a
die or use the Time Lapse Table as if in Good Weather.
The Weather is Bad. ...a 4, so he removes Bad Weather changes TIme Lapse in one way:
The British player rolls four Trajectory the number of removed segments is determined
a die for Time Lapse... segments.
by a die roll instead of the TF's speed.

For other possibilities, see Example One on 36 .

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

The player could ignore Intel Limit by


removing 3 segments, either: a b c or: a b e

a c e
b d
INTEL

If the TF was slow, it would be impossible for the Intel marker to be


removed. Instead, 2 segments would be removed (the two that could
be removed are either those marked a b or axxxxxxxxxxxxxe ).

© 2022 GMT Games, LLC


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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

Clarification: Placing a Trajectory segment in a hex with an


enemy Trajectory segment does NOT trigger Intel attachment.
INTEL

One per segment, maximum


C A Trajectory may have many Intel markers attached, but a single segment may
M only have one Intel marker attached. A Station can’t have one attached.
Y
Intel markers allow Signals actions and limit Time Lapse.
CM
What effect do Intel markers have?
MY
An Intel marker allows your opponent to perform a Signals action targeting the Trajectory
CY
segment it is attached to 39 . It also may limit the number of segments removed from a Trajec-
CMY
tory when it performs Time Lapse 19 . It also prevents Completion actions 29 .
K

Intel markers prevent Completion actions.


Can a Task Force perform Completion if one of its Trajectory segments has an Intel marker attached?
No. This is explained in Actions section 29 (and noted in the Actions Menu of the player aid).

Summary of Intel marker effects:


allows opponent to target it during a Signals
action 39 ; INTEL

may limit Time Lapse 19 ;


prevents its Task Force from performing a
Completion action 29 ;
triggers Interruption 22 when an Active player’s Task Force is designated in an Air Strike,
Engage, Naval Search, or Stealth Attack action.

An Intel marker is removed when its Trajectory segment is removed.


How do I remove an Intel marker from the segment it is attached to?
An Intel marker is automatically detached and removed when the Trajectory segment it is
attached to is removed. An Intel marker is never attached to a Task Force Station, so, if a
Trajectory converts to a Station, remove its Intel marker(s).

© 2022 GMT Games, LLC


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Interruption 22

Intel markers trigger Interruption.

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

K Interruption “Designated” means the Task Forces that the Active


player selected when the Action was declared. It is usu-
dice TF’s Intel markers
(2d6) ally the Active TF, but can include a Coordinating TF and
1 2 3 4+
an Air Support TF.
2-4 -0 -1 -2 S
5-6 -1 -2 S VforI Ignore Intel markers attached to the Inactive player’s
Trajectories.
7 -2 S VforI IC

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
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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

A Station or segment may have only one Contact marker


attached. A Trajectory may have more than one (each segment could have one).
C Remove it when its host is removed.
M
When may I remove a Contact marker?
Y
When the Task Force no longer has a Trajectory segment or Station in the hex, remove the Con-
CM tact marker. Unlike an Intel marker, which is never attached to a Station, a Contact marker is
MY more tenacious. A Contact marker attached to a segment remains attached even if the segment
CY is transformed into a Station (it becomes attached to the Station). Likewise, when a Task Force
CMY
Station is replaced with a Trajectory segment, the Contact marker attaches to the segment. A
K
Contact marker is only removed if the hex no longer contains a segment or Station belonging to
that Task Force.
Stealth Attack can remove a Contact marker.
What does this symbol mean?
One of the potential results of a Stealth Attack is LOSE CONTACT, which means that if the
Target Task Force has a Contact marker attached to its Trajectory segment or Station, that
marker must be removed. Only a Contact marker in the hex where the Stealth action took place
is removed.

Contact marker is a Common Modifier. ker


Contact mare target’s
T
C
46 space, O
N
TA

in th rves as a
C
A marker T

What is the effect of a Contact marker? target TF, se


C
to the TA
att ac he d difier is
size of the mo eed.
N
O
modifier. The
C

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.

Contact marker allows Stealth Attack Action. 41


mines
Can a Stealth force attack a Task Force with a Contact marker? A
T
B
Yes. In fact, a Trajectory segment is immune to Stealth Attack unless it has a U
-B
O
SU
Contact marker attached (or an Intel marker attached, or it is a Station).
© 2022 GMT Games, LLC
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Evasive Maneuvers 24

Earning Evasive Maneuvers.


When does an Evasive Maneuvers marker enter play?
ve

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).

Evasive Maneuvers attached to the Task Force.


Where do I keep an Evasive Maneuvers marker?
On the Task Force Display. The marker is attached to the

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:

Seize Initiative or Vie for Initiative 26 : The Inactive player may


Good +1 Bad +2
spend the marker to gain a modifier. The value of the modifier Weather Weather
depends on the Weather.

EARLY OR LATE 51 and SHADOW 53 results: The Inactive player may


spend the marker to choose which segments to remove. Ordinarily the Active
player makes this decision, but by spending the Evasive Maneuvers marker,
the Inactive player chooses instead.

Your opponent’s Air Strike, Engage, Naval Search, or


Stealth Attack action: When your opponent declares one of Good -1 Bad -2
these Actions, you may spend the marker to impose an adverse Weather Weather
modifier. The value of the modifier depends on the Weather 46 .

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.

© 2022 GMT Games, LLC


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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).

Perform as many Actions as you like.


How many Actions?
As long as you have the Initiative, you may perform one Action after another, the same or
different Actions. There is no limit, but you must finish one Action before performing another.
An Action will activate one or more of your Forces.
What is a Force?
A “force” is a Task Force, an air base, or a Stealth force (Submarine, Mine, or U-Boat). When you
have Initiative, you declare which Action you will perform (see the Actions Menu on the player
aid) and then designate the forces you will use to perform the Action. The same forces may
perform Actions again and again, or different forces, as long as Initiative is yours.

There are nine Actions.


What Actions may a Force perform?
C

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).

You can lose the Initiative.


How does Initiative change hands?
Most Actions will offer your opponent a chance to take the Initiative from you. See 26 for meth-
ods of Initiative change. The Actions Menu on the player aid indicates which method applies to
each Action.

Check the Weather when Initiative changes.


Weather Check? Weather Ch
Each time Initiative changes, for any reason, the new Active player Weather is
eck (1d6)

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.

© 2022 GMT Games, LLC


AC Rules 4to6 copy.pdf 14 8/23/22 3:41 PM

Initiative 26

Initiative allows you to perform Actions.


What is “Initiative”?
In Atlantic Chase, the Initiative allows a player to perform Actions. Only one player at a time
may have the Initiative. When you have the Initiative, it is “your turn,” and you are the Active
player (your opponent is the Inactive player...but not for long).

Initiative changes hands many times during Atlantic Chase.


When does Initiative change hands?
Some Actions offer the Inactive player a chance to Seize Initiative or to Vie for Initiative, while
others automatically hand Initiative to the Inactive player or allow them to maintain the Initia-
tive. The Actions Menu on the player aid indicates when these conditions arise.

VforI Vie for Initiative SI Seize Initiative


How do players vie for Initiative? How does the Inactive player Seize Initiative?
Each player rolls a die, and whoever rolls the The Inactive player rolls a pair of dice and
higher number has the Initiative. If a tie, the adds the numbers rolled to make a sum.
Active player keeps the Initiative. The Inac- There are two potential additions to the sum
tive player has two potential additions to the (these additions are called “initiative modifi-
C number they roll (these additions are called ers,” explained below). If the modified sum is
M “initiative modifiers”), explained below. 9 or higher, the Inactive player has success-
Y If the Active player maintains Initiative, fully seized the Initiative (they are now the
CM increase the Initiative Failure Tally by 1. Active player). If the Inactive player failed
MY
to seize the Initiative, increase the Initia-
tive Failure Tally by 1.
CY
2 3
0 1
CMY
The Inactive player may choose to
ve

decline a Seize Initiative opportunity. If


si
va

K
Tally
they do so, do not increase the Tally.
E

modifier

The reward for this choice: the Inactive player


may attach an Evasive Maneuvers marker to
Initiative Modifiers. one Task Force. 24
What are the two modifiers?
When attempting to Seize the Initiative or Vie for Initiative, the Inactive player may use one or
both modifiers (they are also explained on the player aid card):

Initiative Failure Tally Spend Evasive Maneuvers


ve

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

Y Designate Coordinating and Air Support forces.


CM
The Active player may designate a Coordinating force 47 , either a Task Force or a
MY Stealth force (U-Boat, Submarine, or Mines). The source of the Air Strike is automati- Launch
CY cally the Air Support force. The Inactive (or “target”) player may also designate a coor-
CTF
CMY dinating force and an Air Support force 45 .

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.

Air Strike procedure.


How do I resolve an Air Strike?
Calculate the Trajectory Total 17 , and roll 2d6. Apply Common Modifiers (player aid and 45 ).
Find the result on the Air Strike 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 pagexxx. 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 .

Time Lapse and the Launch Point.


If the Air Strike originated from a Trajectory, the segment marked with the Launch
La
u

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

Air Strike Examples 28

After resolving the Air Strike, the


5
Active TF performs Time Lapse,
Example One and must remove 3 Trajectory
segments (the segment in the
Launch hex may not be removed).
CV
Victorious
1 m

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

(the Trajectory Total 17 ). 1 m


CY

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.

6 After resolving the Air


Strike, the coordinating
The Scheer is Damaged
TF performs Time
(flip it over), and its TF PB 2/1 Lapse: 2 of its segments
must be marked with a CT
Scheer
Contact marker. CO
N
TA
1 m must be removed (it is
very slow).

© 2022 GMT Games, LLC


AC Rules 7 copy.pdf 3 8/23/22 3:42 PM

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.

Designate the Active TF.


What can perform a Completion action?
Only a single Task Force may be designated as the Active Task Force. No other forces may be
designated. The Active TF may be a Station or Trajectory, but the Trajectory may not have more
than six segments. At least one segment must be in a friendly port hex. Po
r t

6 segments maximum at least 1 segment in a port hex


it does not matter which segment

Intel prohibits Completion.


What if my Task Force has an Intel marker attached?
L
A Task Force Trajectory may not perform a Completion action if it has one or more TE
IN
Intel markers 21 attached.
C
Completion procedure. SI
M
How do I resolve a Completion action?
Y
Once declared, and once the Active player designates their Active TF, the Inactive player is
CM
allowed a Seize Initiative attempt 26 . If the Inactive player fails to gain the Initiative, either
MY
because they failed the attempt or elected to gain an Evasive Maneuvers marker instead of
CY making the attempt, the Completion action succeeds. If the Inactive player gains the Initiative,
CMY however, the Completion action fails.
K
Completion succeeds.
What happens when a Completion action succeeds?
The ships of the Active player’s designated Task Force are removed from play. Take them off the
Task Force Display and set them aside. If playing a scenario, their removal is permanent. If an
Operation of the campaign, they may return to play in a subsequent Operation (see the
Two-Player Scenarios book). Remove the Task Force’s Station or Trajectory segments from the
Operations Map and set them aside (or put them in their corresponding box on the Task Force
Display). The Station and segments may be used again, if the player creates a new Task Force
by splitting a Task Force or bringing in reinforcements during a Reorganize action 37 .
Convoy scores VP.
What happens when a Convoy is in a Task Force that successfully Completes? -2/na
Depending on the scenario, it is likely that a Completing Convoy scores VP. The CONVOY
Active player scores Victory Points (VP) if the port is its destination port, as per vs
the scenario or campaign instructions (see the Two-Player Scenarios
USSR
Book). Inbound
Yo ew
rk
N

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

The Initiative Tally is 3, and


the Inactive player rolled a 7,
modified by the tally (+3) to a -2/na
10, so the Initiative changes CONVOY
hands and the Completion vs
action fails.
W
3 This means the ...and the
C Initiative Tally must German player
The Active TF performs Time reset to ‘0’... makes a
M
Lapse 19 . It’s speed is very 1 2 3 4
0 Weather Check.
Y
slow, so two Trajectory
CM segments are removed. Tallyr
modifie

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 ).

© 2022 GMT Games, LLC


AC Rules 7 copy.pdf 5 8/23/22 3:42 PM

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.

Designate the Active and Target TFs.


How do I initiate an Engage action?

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

Target must be a Station.


Can the Target TF be a Trajectory?
No, the Active player may only designate an enemy Station to be the target.
Station
Designate Coordinating and Air Support forces. only
Does an Engage action involve other forces?
Yes, it can. The Active player may designate a Coordinating Force, either
C
a Task Force or a Stealth force (friendly U-Boat, Submarine, or Mines) 47 . CTF Launch
M
The Active player may also designate an Air Support force 45 . Then, the
Y
Inactive (or “target”) player may also designate a coordinating force and
CM
an Air Support force.
Interruption?
MY

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

Active player declares an


Inactive player elects to -2/na Engage action. Active
coordinate with this TF: CONVOY player’s U-Boat will
vs coordinate:
modifier = -1
2 1 +2 modifier
3 (Good Weather).

En
Active TF has 4 Trajectory

ga
segments (base number),

ge
AT
but the Inactive coordi- U-
BO

nating TF’s segments (3)


are deducted:

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

This is the situation


after Time Lapse.

© 2022 GMT Games, LLC


AC Rules 7 copy.pdf 7 8/23/22 3:42 PM

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.

Designate the Active and Target TFs.


How do I initiate a Naval Search action?
The Active player designates one of their Task Forces to be the Active TF (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

Target must be a Trajectory segment.


Can the Target TF be a Station?
No, the Active player may only designate an enemy Trajectory to be the Target
TF. The target must have a Trajectory segment in the Active TF’s hex. Trajectory
The point of the Naval Search action is to transform an enemy Trajectory into a Station; if the only
target is already a Station, you can perform an Engage action to trigger a Battle.
Designate Coordinating and Air Support forces.
C

Does Naval Search involve other forces?


Yes, it can. The Active player may designate a Coordinating Force, either
M

a Task Force or a Stealth force (U-Boat, Submarine, or Mines) 47 . The


Y

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.

Naval Search procedure.


How do I resolve a Naval Search?
Calculate the Trajectory Total 17 , and roll 2d6. Apply Common Modifiers (player aid and 45 ).
Find the result on the Naval Search 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 page 49 . After
applying the result, each designated Task Force performs Time Lapse 19 EXCEPT the target
Task Force. Finally, the Inactive player is allowed a Seize Initiative attempt SI 26 .
Skirmish? 54
What happens if the result is “Skirmish” and a Battle is triggered?
The Active TF and the Target TF resolve the Battle 55 , and then players Vie for Initiative 26 .
The Inactive player is not allowed a Seize Initiative attempt. Air Support and Coordinating Task
Forces do not participate in the Battle. Instead, they perform Time Lapse 19 .
© 2022 GMT Games, LLC
AC Rules 7 copy.pdf 8 8/23/22 3:42 PM

Naval Search Example 34

German player activates a Task 1


Force to perform Naval Search.
Active TF has 3 Trajectory
segments, and the Target TF has
7 segments: 10 total
(it is the base number, but with
no deductions, it is also the
Trajectory Total 17 ). rch
Sea

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.

The Active TF performs


Time Lapse, removing
all of its Trajectory
segments. 4
The Active TF’s Station
may be placed in any
of the hexes that were Finally, the Inactive 5
occupied by its player is allowed a
Trajectory segments. Seize Initiative
attempt. SI

© 2022 GMT Games, LLC


AC Rules 7 copy.pdf 9 8/23/22 3:42 PM

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).

Designate the Active TF.


How do I initiate a Pass action?
The Active player declares “Pass.” They must also designate one of their Task
Force trajectories to perform Time Lapse 19 .

Initiative Changes Hands.


What happens in a Pass action? 2 3
1
After performing Time Lapse, the inactive player is now the Active 0
player. Set the Tally modifier marker on the Initiative Track to zero 26 ,
Tally
and then the new Active player makes a Weather Check 25 . modifier

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

first second first second


All Pass All Pass All Pass All Pass

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.

© 2022 GMT Games, LLC


AC Rules 7 copy.pdf 10 8/23/22 3:42 PM

Pass Examples 36

Example One (Time Lapse)


The Active player
CA 1/0 CA 1/0 (British) declares a Pass
Southampton Liverpool action, selecting this
1 f 1 f TF.

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

Since an Intel marker is


In this example, the TF being removed, Intel
has two Intel markers limit is triggered 20 .
attached. The Active Only a total of 2
player (British) chooses Trajectory segments
to remove one of the may be removed in
segments with an Intel this Time Lapse. The
marker attached, thus Active player selects
also removing the Intel this segment to be the
marker. second one.

© 2022 GMT Games, LLC


AC Rules 7 copy.pdf 11 8/23/22 3:42 PM

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.

Split, Merge, and Reinforce.


What can I do when I declare a Reorganize action?
Many things. The Active player may Split one or more Task Forces, merge two or more Task
Forces, and attempt to gain reinforcements. They may do multiple splits and/or merges, and
make multiple Reinforcement attempts.

Splitting a Task Force.


How do I split a Task Force?
A Task Force Station may split. The Active player indicates which Station is
splitting, and then transfers one or more ships from the designated Task
Force’s box on the Task Force Display to the box of a newly created Task Station
Force. If all Task Forces are already in play, Splitting is prohibited. only
Contact and Evasive Maneuvers marker: If the splitting Task Force has a Contact marker
ve

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.

Merge Task Forces.


M

How do I merge Task Forces?


Two Task Force Stations (not Trajectories), in the same hex, may combine to
CM

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

Reinforcement attempt. German Reinforcement Group A


How can I bring reinforcements into play?
Scenario and Operation instructions indicate what ships are available as “rein-
forcements,” entering play only after the Action Sequence starts. The Active A
Reinforcement
player may select a Reinforcement Group and declare a Reinforcement attempt:
roll 2d6, and if the sum of numbers rolled is 7 or higher, the attempt succeeds and
its ships enter play. Place them in a new Task Force in the Reinforcement
Group’s port, or, transfer them into an existing Task Force already in the
port. The Task Force must be a Station, not a Trajectory. If there is no Task Force
Stations in the port, and there are no unused Task Forces available, the Rein-
forcement attempt is prohibited. If the Reinforcement attempt failed (because a 6
or less was the sum of numbers rolled), one Active player’s Task Force performs Station
Time Lapse 19 , and Initiative immediately transfers to the Inactive player. only
© 2022 GMT Games, LLC
AC Rules 7 copy.pdf 12 8/23/22 3:42 PM

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

© 2022 GMT Games, LLC


AC Rules 7 copy.pdf 13 8/23/22 3:42 PM

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.

Select a Target TF with an Intel marker attached.


How do I initiate a Signals action?
The Active player selects an enemy Task Force Trajectory. One or more of its segments must
have Intel markers attached (only one Intel marker is necessary). The Active player selects one
of those markers (its hex is now the “target hex”). The Active player is NOT required to have a
Stealth force or Task Force in the target hex.

Replace the Intel marker with the Station.


What if the target has multiple Intel markers?
Select an Intel marker, and replace it with the Task Force Station. EL
Then, remove all of the other Intel markers and segments belonging INT
to the target Trajectory.

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

Station. Contact markers attached to segments in other hexes are CO CO

removed.

Seize Initiative opportunity.


What happens at the end of the Signals action?
The Inactive player is allowed a Seize Initiative opportunity SI 26 .

Signals (historical note)


What does a Signals action represent?
The key feature of the Signals action is the player’s decision to perform the action. This represents information
being acted upon, and that “information” is embodied in the Intel marker. A Signals action momentarily clarifies
the picture, confirming the location in time and space, but how long will that information remain valid? The Seize
Initiative opportunity may “age” that information. If the opportunity is passed up, the Evasive Maneuvers alterna-
tive means the extra looking required to confirm information tipped off the enemy.
© 2022 GMT Games, LLC
AC Rules 7 copy.pdf 14 8/23/22 3:42 PM

Signals Example 40

The Active player He selects this Intel


(German) declares a marker. The Task Force it is
Signals action. attached to must be
converted into a Station.

INTEL

INTEL

The Active player has a


Trajectory in the Intel
marker’s hex, so it may
perform Time Lapse.

CM

MY

CY

CMY

K
Example continued

Time Lapse reduces


the TF to a Station. It
may be located in any
of the hexes occupied
by its removed
Trajectory segments.

Finally, the Inactive


player may attempt to
Seize Initiative.
SI

© 2022 GMT Games, LLC


AC Rules 7 copy.pdf 15 8/23/22 3:42 PM

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 .

Recon: Activate a Submarine or U-Boat force.


T
What is “recon”? -B
O
A

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

© 2022 GMT Games, LLC


AC Rules 7 copy.pdf 16 8/23/22 3:42 PM

Stealth Examples 42

The Active player


1
(German) declares a Example One

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-

C Finally, players each


M
roll a die to Vie for
Initiative.
Y VforI
CM

MY

The Active player


1
CY

(German) declares a
Stealth action:
CMY

K
Attack.
Example Two

The Active player


elects to use the Task
Force Trajectory for
coordination:
2
CONVOY
-2/na
vs
attack
+2 modifier.
INTEL

The Target TF is a
3
AT
Trajectory with 5 U-
BO
unless it has an Int

segments. l
Trajectory Tota
Target may not

The Coordinating TF dice


2-3 4-6 7+
has 2 segments and
they are added: The U-Boat marker is
after (2d6) 0
miss
1
7lesors
7 Trajectory segments removed and the miss miss
8-9 vs
el or Contact ma

total (Trajectory Total). German TF performs


be a Trajectory

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.

10, modified to a 12.


The result is roll a die to Vie for 14+
miss Initiative. VforI

© 2022 GMT Games, LLC


AC Rules 7 copy.pdf 17 8/23/22 3:42 PM

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.

Create a new Trajectory.


How do I create a new Trajectory?
transform
The Active player selects a Task Force Station on the map and replaces it
with a Trajectory segment. If the Station is in a Port Box, move it to the port
hex on the Operations Map and then swap it for the Trajectory segment (don’t
put a Trajectory segment in a Port Box 8 ).
Contact marker. 23
stays attached
What happens if I convert a Station and it has a Contact marker?
Transfer the Contact marker’s attachment to the Trajectory segment. N
TA
CT
N
TA
CT

That is, attach the marker to the newly placed segment. CO CO

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

base, or Task Force, and a Trajectory may be extended into such a


B
es

A
T

hex. However, if a Trajectory segment is placed in a hex containing


an enemy Station, port, air base, or enemy Stealth force (U-Boat,
Submarine, or Mines), attach an Intel marker to that segment 21 . L
TE
A TF segment with a CV is not an airbase. IN

Keep the Initiative.


What happens after the Trajectory action?
The Active player maintains Initiative. That means they may perform multiple Trajectory actions,
one after the other, activating the same Task Force or different Task Forces. Or, they may
perform a completely different Action.
© 2022 GMT Games, LLC
AC Rules 7 copy.pdf 18 8/23/22 3:42 PM

Trajectory Example 44

He replaces the Task


He places more
Force Station with a
segments, lengthening
The Active player Trajectory segment,
the Trajectory.
(British) declares a placing the first
Trajectory action. He segment in St. John’s
selects the Task Force hex on the map.
C
Station in the St. Johns
Port Box. 8
M

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.

© 2022 GMT Games, LLC


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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.

The four modifiers are:


Air Support 45 , Contact 46 , Evasive Maneuvers 46 , and Coordination 47 .

Air Support Air Support


LAUNCH POINT: Like an Air Strike, when invoking h
Air Support you must designate a source, called the u nc active target
a player’s player’s
Launch Point. Air Support may originate from either L proximity to
a friendly air base or a TF with an undamaged aircraft carrier target hex
(CV). During an action, each player is allowed only one
source. The source of an Air Strike must be the same as the +3 -2
Air Support source. If necessary for clarity, use the Launch in hex

C marker to indicate the source.


M
GOOD WEATHER ONLY: This modifier is possible ONLY in +2 -1
adjacent hex
Y
Good Weather. If either the Target hex or the Launch Point is
CM
on the Arctic Line, then that hex is perpetually in Bad Weath-
MY
er, and Air Support may not apply. However, Air Support may +1 0
CY
cross an Arctic Line hex (for example, from the German air 2 hexes away
CMY base at North Cape to Murmansk).

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

is a Trajectory, it must perform the Target hex, so the


modifier is +3.
Time Lapse at the conclusion of
the Action. The Launch Point’s ge
Trajectory segment may not be
ga
En
removed unless it is the last
Launch
segment to be removed (in which Both supporting TFs
case its TF Station must be placed must perform Time 4
in the Launch Point hex). Lapse.

© 2022 GMT Games, LLC


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Contact & Evasive Maneuvers 46

Contact 23

CONTACT MARKER: This modifier may be T


Contact marker CT
invoked only by the Active player, and only if N
TA
C A marker in the target’s space,
attached to the target TF, serves as a CO
N
TA

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

CMY EVASIVE MANEUVERS MARKER: This mod- Weather Ch


eck (1d6)
ve

ifier may be invoked only by the Inactive Weather is


si

K
GOOD
player, and only if the Target Task Force has BAD
va

no
change 1-5
E

an Evasive Maneuvers marker. To gain the 1-4


modifier, the Inactive player must spend the change
6 5-6
marker (that is, must remove it from the Task
Force). The decision to spend the marker
should be made before rolling the die (unless GOOD W
Aa
BB Dd
players agree otherwise).
Engage action and the
Weather is Bad.
WEATHER: The value of this modi-
fier depends on the Weather. If
Good Weather, the modifier is -1,
The Target TF has an
and if Bad Weather it is -2. Evasive Maneuvers
marker, and the player
INITIATIVE: The value of this modi- chooses to spend it.
fier is inverted when using it for a The modifier is -2.
Seize Initiative attempt or when
Vieing for Initiative. If Good Weath-
ve

ACT
CONT
si

Engage

er, the modifier is +1, and if Bad


va
E

Weather it is +2. This is noted on


the player aid card.

© 2022 GMT Games, LLC


AC Rules 8to9 copy.pdf 3 8/23/22 3:42 PM

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

TARGET HEX: Coordination is possible if the Coordinat- The German player


ing Task Force or Coordinating force is in the target hex. may invoke
If a Trajectory, at least one of its segments must be in the Coordination.
target hex.
C

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

WEATHER: The value of the coordination modifier


CMY

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

target hex, so is unable


Weather. For the Inactive player, the modifier is -1 to invoke
regardless of the Weather. Coordination.

TRAJECTORY TOTAL: The length of a Coordinating


Task Force influences the calculation of the Trajectory
Total: Active player: If CTF is longer than the
Active TF, use the CTF’s length instead of the
Active TF’s length to determine the base The German player T
number.Target player: Deduct CTF’s length declares a Naval Act F
ive
from the base number. 17 Search action, and the
Task Force Station will
BATTLE: The ships of a Coordi-
h
be the Active TF. rc a
nating Task Force do not partici- Se
pate in Battle. Do not transfer
The German player
them to the Battle Board. 55 invokes Coordination,
but the Coordinating
TIME LAPSE: When invoking
L
TE

TF has an Intel marker.


Coordination and the Coordi-
F
IN

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

1 The British player


declares an Air Strike.

3 British player invokes 2 British Launch Point is


coordination, declaring this air base.
this the Coordinating TF.

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

MY 1 The German player declares a Naval Search.


CY
The Active TF is a Station, so its length is zero
CMY segments.
K
4 For Air Support, British
player indicates the
Trajectory Total Launch Point is this air
The Target TF has 4 base.
Trajectory segments,
and the German Search
Coordinating TF has 4
Launch

segments.
The base number is:
CT

4+4=8
F

A TF

Deduct the British


ct
iv

CTF’s length to find the


e

Trajectory Tota
Trajectory Total: l
0
8-2=6 17

3 British player invokes


coordination, declaring
F

2
CT

this the Coordinating TF.


German player invokes coordination,
declaring this the Coordinating TF. It has
Trajectory Total 17 more segments than the Active TF, so its
Active player: If CTF is longer than the Active TF, use the CTF’s length must be used to calculate the
length instead of the Active TF’s length. Trajectory Total’s base number.
Target player: Deduct CTF’s length from the base number.
© 2022 GMT Games, LLC
AC Rules 8to9 copy.pdf 5 8/23/22 3:42 PM

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

© 2022 GMT Games, LLC


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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

the target, treat as CONTACT. Active Target


treat as BATTLE
Contact 23

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

marker may be attached to the same Station or segment.

C Effect: The Contact marker serves as a Common


M Modifier for Air Strike, Engage, Naval Search, and
Stealth Attack actions. Also, if attached to a Trajec-

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

Convoy or DD Squadron? BC 2/0


Hood sunk
= 2 Hits 3 da
maged
s

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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

Remove this segment. Cly


de

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

NO HOLE? If no hole is created (because the removed segment is at the end


e
iv

of the Trajectory), the Target Task Force immediately earns an Evasive


s
va

Maneuvers marker (reminder: A TF may have only one Evasive Maneuvers


E

marker).

Removing this segment Sca


pa
does not create a hole. Flo
w
Se
arc

Cly
de
h

© 2022 GMT Games, LLC


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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

2 Hits CL 0/0 CL -1/-2


CM
Neptune
1 f 1 Neptune
maged
da s
MY

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
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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

do not increase the Initative Tally by 1. Instead, attach an Evasive Maneuvers

si
va
MY

marker 24 to one of the Inactive player’s Task Forces.

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

This segment may NOT


be removed. Cly
de

WHO CHOOSES? The Active player decides which segments to remove.


e
iv

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

1d6 non-player chooses:


1-4 Signals action
Solitaire: When the imaginary player garners an ‘S’ (Slip) result, roll a die
5-6 Evasive Maneuvers

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

Vie for Initiative 26


VforI
Each player rolls a single die and then compares the numbers rolled. The Inactive
player adds two possible modifiers to his number (the Initiative Tally and/or Evasive
Maneuvers modifier). Initiative goes to the player who rolled the higher number. If a tie,
the Active player maintains the Initiative. If the Inactive player wins the Initiative, reset
the Initiative Tally to zero (and don’t forget to make a Weather Check). If Initiative does
not change hands, increase the Initative Tally by 1.
© 2022 GMT Games, LLC
AC Rules 10 copy.pdf 1 8/23/22 3:44 PM

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.

Transfer ships to the Battle Board.


How do we set-up the Battle Board?
The ships of both Task Forces must be shifted to the Battle Board,
those of the Active Task Force and the Target Task Force. Ships in
Air Support and Coordinating Task Forces may NOT participate in
the Battle (even if their Trajectory contributed to the Trajectory CA 1/0
Total’s base number 17 ). The result of the Action that triggered 1 Belfast
f
the Battle will tell you where ships need to start (that is, in which
zones):
Battle All ships set-up in their respective player’s Far
zone. Ships may set-up with Smoke 60 .
BRITISH
Surp If Active player’s Task Force is NOT faster than SIDE
the target Task Force, all ships set-up in their
C

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

CY ships may NOT set-up with Smoke 60 . tle d


at n
B ou
R

SIDE
CMY

Three rounds in good weather, two in bad.


How long does a Battle last?
Battles are resolved in rounds and the number of BC
3/2
rounds played depends on the Weather: 3 if Good, 2 2 Gneisena
u f
if Bad. If resolving a Limited Battle, only one round is
played. During a round, each ship fires once. A Battle
may end prematurely due to Break Away 61 . When
Battle ends, regardless of the reason for its termina- st d Bad Weather = 2
La un
tion, ships return to their respective Task Force Ro Good Weather = 3
Display Cards.
A fourth Round is possible
when playing the Advanced
Battle Rules. 13

Fleeting Engagements (historical note)


Why can’t coordinating ships participate, and why no airplanes?
Surface battles were often clumsy affairs, one side attempting to close on enemy vessels that were keen to
escape. All-out slugfests were rare, for it was difficult to bring an opponent to battle at close range especially when
that opponent wasn’t in an especially cooperative mood. It is almost inevitable that in every battle one player will
be eager to break away while the other is looking to stay awhile. A single historical “battle” is depicted in Atlantic
Chase as a series of Naval Search actions, interspersed with Trajectory actions, Engage actions, and Air Strikes.
© 2022 GMT Games, LLC
AC Rules 10 copy.pdf 2 8/23/22 3:44 PM

Battle Sequence & Range 56

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

4. Break Away step ships may attempt to exit the Battle

Range The British CA and the


German BC are at
What determines gunnery range?
Extreme range.
The Battle Board depicts relative proximity of enemy
C
ships, and that proximity, or range, influences the
M
performance of Gunnery.
Y

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

Attacker’s gunnery value (GV).


How do I know what gunnery value to use?
Each ship counter notes gunnery value.
Use the GV corresponding to the range
to the target.
point blank & short long & extreme

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’.

© 2022 GMT Games, LLC


AC Rules 10 copy.pdf 3 8/23/22 3:44 PM

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.

How many dice?


When attacking at Extreme or Point splash
Blank range, roll three dice and
select two of the three numbers –
rolled. If Extreme, select the two value –
lowest numbers, and if Point Blank,
the two highest. When attacking at short & long ranges
Long or Short range, roll two dice.
C

Y Extreme range Long range Short range Point Blank range


CM

MY

select 2 LOWEST select 2 HIGHEST


CY

CMY

Ships attack simultaneously, unless...


Who attacks first?
Apply the effect of attacks after ALL ships have the opportunity to attack. Exception: In Round
One, when the Active Task Force achieved a SURPRISE result (and is a faster TF) 54 , the
Active Task Force’s ships attack first and apply results on their targets before those target
ships make their attacks.

Smoke: see 60

Gunnery (historical note)


Plunging fire?
Many of the large vessels in the Royal Navy were built or originally designed for the Great War, while almost all of
the German ships were designed and built on the eve of this new war. On the eve of this new war, British adjust-
ments included increasing the caliber of guns and increasing the thickness of armor, to keep pace with improve-
ments in weaponry and aiming. Most importantly, British refitting necessitated increasing the elevation of its large
caliber guns, allowing projectiles to traverse a higher arc. Due to the expense of these adjustments during a time
of fiscal austerity, however, not all British ships had been adjusted by 1939. At the start of the war, German
large-caliber guns tended to out-range British adversaries, despite parity in caliber.

© 2022 GMT Games, LLC


AC Rules 10 copy.pdf 4 8/23/22 3:44 PM

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)

Hit and Damage. Hit marker


What is the effect of a Hit? (1 Hit)
Keep track of the number of Hits a ship suffers using Hit markers. If a target suffers
a number of Hits equal to its Defense number, it is Damaged (remove the Hit mark-
er(s) and flip the ship over; Hits in excess of the Defense number are immediately
applied to the Damaged side of the ship). If a ship is already Damaged (that is, it is
flipped over already), and it suffers Hits equal to the Defense number on its Dam-
aged side, that ship is sunk. Remove it from play. If a Leader is attached to a sunk
C
ship, the Leader immediately transfers to another ship on the Battle Board (if the only Hit marker
(2 Hits)
M
other ships belong to the enemy, the Leader is killed).
CONVOY & DD Squadron: Convoys and DD Squadrons are never Damaged, regard-
Y
-2/na
CONVOY
less of the Hits they suffer. Scenario instructions may indicate a Hit limit. If so, once
CM
vs
DD 0/na
that limit of Hits is reached, the Convoy or DD Squadron is destroyed (remove the
MY

SQUADRON
s
CY
ship marker).
CMY

...modified down to a 5
K

GUNNERY: At Short for the Smoke (-1) but


range the British player then increased back to ...and the result is
rolled a 6... 6 because of the Splash. The German
gunnery value (+1)... target is unharmed.

CA 1/0 SM splash
OK
1 Glasgow
f E


value –

...modified to a 12 due short & long ranges


At Short range the to its GV (+3) and Result: the British CA
German player rolled a smoke in the target’s suffers a Hit , which
BC 3/2 10... zone (-1). means it is now
2 Gneisenau Damaged.
f
CA 0/-1
1 Glasgow
da
maged s
An undamaged ship may produce Smoke during the Maneuver step.
© 2022 GMT Games, LLC
AC Rules 10 copy.pdf 5 8/23/22 3:44 PM

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

a Torpedo attack. Producing Smoke assumes an evasive


SM
CA 0/-1
course as the ship strives to elude damage. 1 Glasgow
da
maged s

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.

Attack from Close zone.


C Where can a ship perform a torpedo attack?
M A torpedo capable ship may only attack from the Close zone. When using the Advanced Battle
Y
Rules, the attack can be made from the Near zone too.
CM

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.

TORPEDO: The British


CA attacks the German
BB...

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

© 2022 GMT Games, LLC


AC Rules 10 copy.pdf 6 8/23/22 3:44 PM

Maneuver 60

Each ship may move, starting with the slowest ships.


What happens during Maneuver?
During the Maneuver step, each ship on the Battle Board may move, and undamaged ships may
also produce Smoke. Players take turns moving their ships, one ship at a time, starting
with the slowest ship. If both players have the slowest ship, the Inactive player goes first (it is
not an advantage to go first). After all ships of the slowest speed rating have moved or had an
opportunity to move, the next slowest ships may move. Continue this procedure until all ships
have had a chance to move. In some cases, the same player may have the opportunity to move
two ships in a row (because they are both the same speed rating and the opponent does not
have a ship of that rating on the Battle Board).

May move to an adjacent zone. BB 3/1


How far can a ship move? Warspite
A ship may move to an adjacent zone. 2 s
Moving is optional. CA 1/0
1 Belfast
f The BB is slow, and since
The CA is fast so it the British player is the
goes last. It moves into Active player, it will have an
C
the Close zone. opportunity to move after
the German’s slow ship. The
M
British player elects to keep
Y
the BB in the Near zone.
CM

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.

Smoke hinders fire. BB 3/1


Warspite s
Smoke obscures visibility. A Smoke marker adversely modifies Gunnery targeting 2

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.

Roll a 9 on two dice...


What is the Break Away attempt?
The player attempting Break Away rolls two dice,
and adds the numbers rolled to make a sum. Add or
BB 4/2
subtract modifiers to that sum, if they apply. If the K. George V -2/na
2 m
modified sum is 9 or higher, battle immediately CONVOY
vs
ends. All ships exit.

Break Away modifiers...


“You” refers to the player making the attempt:

C
+2 all of your ships are in the Far zone

Baoun
R
ttl d
e
M

Y -1 you have the slowest ship (that is, one


of your ships is slower than all of your st
La und
CM
Ro

MY
enemy’s ships on the Battle Board);
BC 3/2
2 Gneisenau
-1 one or more of your opponent’s ships f
CY

are in the Near or Close zones. If your


CMY

opponent has more than one ship in the


K

The British player is


Near zone or Close zone(s), the modifi- attempting Break Away.
er remains -1. They roll a 10...

...and subtract 1 for the


German BC in the Near
Break Away ends Battle. zone, and another 1
because they have the
What if my Break Away attempt succeeds?
slowest ship. +2 is added
A successful Break Away means that all of the player’s ships exit and because all British ships
the Battle ends. Unless playing a mini-scenario, return them to the are in the Far Zone. The
Task Force Display. modified sum is 10, so
the attempt succeeds and
the Battle ends.
Evasive Maneuvers 24 ...partial Break Away.
May I use an Evasive Maneuvers marker?
Yes, if you fail a Break Away attempt, you may spend an Evasive Maneuvers marker
ve

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

box on the Task Force Display.


© 2022 GMT Games, LLC
AC Rules 10 copy.pdf 8 8/23/22 3:44 PM

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.

Vie for Initiative VforI


K

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.

Atlantic Chase OPTIONAL RULES


For added realism, you are welcome to include the following Optional Rules. The “Damaged Ship Limit”
will affect both sides equally, more or less, but “CV Limit” will make Atlantic Chase harder for the British.
Damaged Ship Restriction
A Task Force that contains a Damaged ship is not permitted to perform an Air Strike, Engage,
or Naval Search action. It may serve as the Coordinating Task Force, however, and provide Air
Support (Common modifier).

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.

Battle Removes Evasive Maneuvers


At the conclusion of Battle, remove Evasive Maneuver markers from the two Task Forces.
© 2022 GMT Games, LLC
AC Rules 10 copy.pdf 9 8/23/22 3:44 PM

Leader Benefits 10 Index

Add or subtract 2d6 Actions 2525 Task Force 77


from the Trajectory Adjacent (not) 44 Time Lapse 19
ke

19
nc

Total 17 .
ry
to

Airbase 8,8 27, 45 Trajectory 13, 14,


1515
ra

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

succeeds, and Common modifier 45


e

45
at e
tj

iv
iti iz

in se

Lutjens’ TF gains an Contact marker 13, 23,


13 23 46 46
Evasive Maneuvers
marker 24 . Convoy 6,
6 11
11
Coordination 47
47
ll

Replace one of your


ha
sc

dice with a ‘6’.


ar

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

35 – Two-Player Scenarios Book


C
All Pass action 35 Evasive maneuvers 24 24
twice/scenario or
r

Kiel
de

operation.
s
x2 as
ae

Gunnery 57
lp

Y
57
R

al

CM
Gun rating/value (GV) 6,6 56
56
MY

CY Replace one of your Hit 52


52
dice with a ‘6’.
es
rb

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

marker from a British 21 43


Inlose
so

l
te

Interruption 13, 22
en

or French TF (it must 13 22


G

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

Speed 6,6 23, 46,


23 46 5050, 52, 54
52 54

© 2022 GMT Games, LLC

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