Sixth Fleet Rules
Sixth Fleet Rules
Sixth Fleet Rules
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/6.3 21 Du ring each Friendly Combat Phase at lust Zones of Control a~ never negated by Friendly EXAMPLE: Du rin2 the Soviet Combat Pha§e a
one Friendly unit in each Enemy controlled hex units. Soviet SG {O·30· I 2-3-8-5) submarine unit is
must participate In combat [must anack at least adjarent to a hex occupied by a NATO ai r unit and
one Enemy unit). All Friendly units in Enemy (6.6] ADVANCE AFTER CO!'. mAT EFFEcr5
twO NATO surface naval units. It is impossible for
controlled hexes may attack adja~nt Enemy units A unit entitled to Adyan~ After Combat (see 8.5) the Soviet unit to auack the air unit "'hich is the
at the Friendly Player's option. but a minimum of may ignore any and all Enemy Zones of Control topmost NATO unit in the hex (because the Sovitt
one unll in each Enemy controlled hex must attack exerted on the hex advanced into or from. SG has a "~ero" Ant i·Air Combat Strength). The
(exception: ,see 6.421. Soviet unit is therefo re allowed to ignore the air
[7.0] STACKING unit and attack either or both of the enemy surface
[6.4J ZONES OF CONTROL AND UNIT TYPES
GENERAL RULE: naval units. NOTE: Ifnc ither NATO surface naval
[6.4I J Certain types of uni ts lack a Combat A maximum of three Friendly units may occupy unit had becn prcviously auacked (by a different
Strength with which to attack certain types of anyone hex at the eod of any Movement Phase. At Soviet unit) during the current Combat Phase, the
Enemy units, For exam pIc. a submarine unit the end of each Mo\'ement Pha:;;e. any units Soviet SG could not attack the bottom naval unit
possess a "zero" Anti·Air Combat Strength and is Slacked in violation of the three unit stacking limit "'ithout simultaneously attacking Ihe other surfa~
therefore incapable of attacking Enemy air units. are immediately climinated. The opposing Player na"al unit stacked above it.
. In general. a unit may ignore an Enemy unit which may chOO5C which units are to be eliminated in 17.461 The order in which units are stacked has no
is incapable of attacking it. NOTE: A unit is each o"erstacked hex. effcct 00 the order in which they may execute
ronsidered to lack a Combat Strength if a "zero"
CASES: allacks. The bottom unit in a stack may execute an
"alue is indkated in the position of that Combat allack before the topmost unit in that same stack.
Strength on the unit's face. 17.11 UNITS EXEMPT FROM REGULAR
STACKING LIMITATIONS (7.471 Stacked units may only be rearranged
(6.421 A unit which cannot be attacked by a
during a Friendly Movement Phase. There is no
particular Enemy unit (because the Enemy unit [7.1t ] Air units do not count against the no rmal Movement Point cost to rearran ge the stacking
lacks the appropriate type of Combat Strength) Slacking limit of threc Friendl y units per hex. In position of units in the sam e hex.
may Ignore the prcsence of that (ineffective) Enemy addition wthrce Friendly naval units. a maximum
unit and its Zone of Control for both movement of 51" Friendly air units may be stacked in any
and rombat purposes. In effect. during a Friendly given hex.
Movement Phase, a Friendly unll may move
directly throug h both the Zone of Control and/ or 17.2] EFFECT ON MOVEMENT [8.0] COMBAT
Ihe hex occupied by an Enemy unit whkh is p.21 ] The stacki ng limit applies only at the end of GENERAL RULE:
incapable of attacking the moving unit. However. Combat occurs bet"'Ci:n adja~nt opposing units.
each Mm'emenl Phase. Any numhcr of units may
it may not end its mo.'ement in tha t Enemy move through a hex, but a maximum of three The units of (he Phasing Pla)'er are used to anack
occupied hex, During a Friendly Combat Pbase, a Friendly nnal units may end their movement in a and the units of the non -Phasing Player de fend.
Friendly unit in an Enemy Zone of Control is never single hex. regardless of the O"erall strategic situa tion.
required to attack any Enemy unit .... hich could not
attack it (the Friendly unit). In addition, a unit can [7.22] A unit may not be retreated into a hex in PROCEDURE:
never be forced to retreat as a result of its being violation of the stacking limit. Total the modified approp riate Combat St rength
unable to attack an Enemy unit because it lacks (7 .31 EFFECT ON CO MBAT of all attacking units involved in a specific attack
thc appropriate Combat Strength (see 8.2). NOTE: (attacking the samc defe nding unit or group of
A friendly unit may only ignore the presence (and 17.3) ] Units stacked in a single hex may be defending units). Total the modified Defense
Zone of Control) of an Enemy unit which is atlack ed individually, as a group or as a number of St renth{s) of all the defending units which are
incapable of attacking il. A unit may not igno~ groups at the Phasing Player's option and in the object of that specific allack. Subtract the total
the Zone of Control of any Enemy unit which accordanre with the restrictions of Case 8.36. If Defense Strength of the defending unlt{s) from the
posses§es the appropriate type of Combat Strength two or more units in a stack of Enemy units are total Combat Strength of the attacldng units. The
[hat "'ould allow it to auack the Friendly unit attacked as a group. their Defen§e Strengths are result is called the rombat dIfferential. Next,
during the Enemy Combat Phase. totalled and this combined strengt h must be determine which of the defe nding units has the
auacked. highest Electronic Countermeasure Value. Locate
[6.431 A unit may. under certain circumstances.
leave an Enemy Zone of Comrol ..·ithout penalty. [7.32] Friendly units stacked in the same hex may this value on the Combat Results Table and cross-
These circumstances aTe as follows: attack into differentllues. If one unit in a stack of index the Electronic Countermeasure Value
units is attacking a given hex, the other units in Ihe column with the correct Combat Differential
A. A unit may al .... ays leave an Enemy air unit's column. The result indicates a range of numbers
stack are not compelled to join that attack, They
Zone of Control. may attack different hexes or may not attack at all. between zero and six. T he Phasin g Player now rolls
B. A unit may always lea.'e an Enemy Zone of the die. If the die roll number is equal to or less
Control being el<erted solely by Enemy units all of [7.4] STACKING POSITION AND UNIT TYPES than that shown on the Combat Results Table. the
which possess Movement Allo ..'ances which are [7.41] Different types of Friendly units (air, naval defending units must immediately be relreated one
inferior to the Friendly (moving) unit's Mo.'e ment surface and naval sub marine) may be stacked in hex by the O"'ning Player. )fthe die roll number is
Allowan~. the same hex. greater than that shown on the Combat Resu lts
C. A sub marine unit may always leave an Enemy (7.421 Naval units may be stacked in any manner Table, the attack has no effect. The Phasing Player
Zone of Control. regardless of the type or the owning Playcr desires. mBy allocate his aUacks in any order he desires in
Movement Allowance(s) of Ihe Enemy unit(s) accordan~ with the restrictions of Cases 7.44 and
el<erting the Zone of Cont rol. (7.431 All air units must always be stacked on top 8.21. A mandated retreat must be executed
D. An air unit may always leave an Enemy Zone of of the topmost naval unit in any given hex immediately before resolying any additional
Control. (exception: SCi: 9.62). anocks being made in the same Combat Phase.
(6.441 A unit may never move directly from one 17.441 Units stacked in a single hex must be
Enemy con trolled hex to anoth er Enemy cont rolled attacked In the order In which they are stacked EXAMPLE: A Soviet SG submarine unit
hex wilh one exception: a submarine unit may (from the topmost tlnit to the bottom unit in the (0·)0· 12-3·8·5) in hex /11 422 is attacking a stac k of
always move one hel< regardless of the presence of stack). No unit may be attacked before the unit two NATO su rface nav al units in hex /1 1423, The
Enemy Zones of Control. If a submarine unit stacked immediately above it has been auacked (or NATO stac k consists of one Greek DD unit
moves directly from one Enemy rontrolled hex to is being allacked together with underlying units as (8-8·12·4·4·2) and one Turk ish DE unit (6·6- 12-2·
another Enemy controlled hex. it may move no part of a group). (EJr~ption: see 7.4S.) 6-]), The Anti·Surface Combat St rength (30) of the
further in that Movement Phase. Any unit that 17 .4S] If a unit is attacking into a hex containing a Soviet submarine unit is used. Nexl. the Defense
begins its MO"ement Pha§e in an Enemy controlled Slack of enemy units it may ignOf"e any and all Strength of each of the NATO un its is doub led due
hex (and is permitted to leave that hex by Case units which it ca nn ot auack because it lacks'lhe to the fact that hex ' 1423 is a Restricted Water
6.431 may move out and re-enter another Enemy appropriate typeb) of Combat Strength(s). An Hex. These doubled Defense: Strengths are
controlled hex, providing it does nOI move directly attacking unit, however. may not ignore a rombined (4 x 2) plus (6 x 2), giving a result of
from one to another. [t must first enter at least one previously unallacked Enemy unit (w hich it could twenty (20), This modified combi ned Defense
non -cont rolled hex. attack) and proceed to attack another Enemy unit Strength is then sub tracted from the Soviet unit's
further down in Ihat stack. Thus, a sub marine unit Combat St rength (3O), giving a Combat Differen-
(6.5 1 RETREAT EFFECTS may ignore air units on top of an Enemy stack and tial of ten (l0J. The Eletronic Cou nt ermeasu re
A un it may never retreat into an Enemy con trolled attack the topmost previously unallacked nayal Value of Ihe Greek DO unit (2) is used. Cross·
hex, even if occupied by a Friendly unit. Enemy unit(s) beneath the air units. indexing the (2) Electronic Coun termeasure
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column and the (l0) Comhat Differential column. required 10 attack the Soviet submarine unit even attacking units. even if the allacking Slack is
the Combat Results Table indicates thaI the Soviet Iftbe NATO air unit poISf'Sled a n Antl-Submarlne adjacent to twO or more Enemy occupied hexes,
Player mU$! roll a "one" or a "two" to force the Combat Stnngth greater than "zero". A unit is [8.36) There lire three basic types of units; air
defending NATO units to rell'eat. never required 10 attack an Enemy un it which units, surface nanl units and submarine nanl
cannot attack it. units, UnilS of different types may nol be treated
CASES:
as the obje<:t of a single allack. The Phasing Player
lUI WHJCH UNITS MAY AITACK EXAMPLE 13 (to illustrate Case 8.231. may elect to attack all units of a single type stacked
[8.11 ] During the Combat Phase of his Player-Turn At the start of a Soviet Combat Phase, a Soviet SG in the same hex in a single attack (lfpcrmiued by
the Phasing Pla)'c:r may attack any and all Enemy subma rine unit (0·30·12·3·8·5) in hex ~1 422 is 7.44). Each different unit type stacked in II hex.
units adjacent to Friendly uni ts. Only those adjacent to an American CV unit (7- 1_36-4_ 12·6) in however. must be attacked separately,
Friendly unin directly adjacen t 10 a given Enemy hex 1t'1 423. Assuming no other NATO units are
unit may participate in an attack upon that unit. adjacent to hex 1t' 1422. the Soviet unit is required EXAMPLE: A hex contains t"·o air units and II
to attack the American CV unit. The Soviet unit's surface naval unit stacked in that order, The ,wo
[8.12) An Enemy occupied hex may!)t, attacked by air unin may be treated as the object of a single
as many units as can be brought 10 bear in the six
Anti·Surface Combat Stungth is thirty (30). The
attack. Thc surface naval unit must be treated as
,
Defense Strength of the American CV un it is
adja~nt hues. Friendly units in different hexes. the object of a second. separate attack. if the
tweh'e (12) which is doubled becau§e the American
ho....el·et. must make separate attacks (5ee 8.J5), Phasing Pla}'er wishes to anack all three Enemy
unit occupies a Restricted Water Hex. The
[8.13) A unit may nol participate in more than one Combat Differential is sb (6). The differential units in the hex.
allack per Combat Phase. A defending unit may number is rounded dO "ll to live (5), Cross-indexing [8.41 CO MBAT STRENGTH EFFECTS
be attacked an unlim ited number of timet in a the (5) Combat Differential Column with the (6)
single Combat Phase. electronic Countermeasure Column, the Combat [8.4 11 If a unit possess a "zero" Combat Strength
Results Table indicates thaI it is impossible for the ofa given type, it is impossible (and prohibited) for
[8.2) WHlCH UNITS MUST ArrACK Soviet Player's attack to force the American unit to it to attack an Enemy unit of that type. For
[8,21) Duting each Friendly Combat Phase at le.. t retreat. Nevertheless, the Soviet unit is considered example, all submarine units have a "zero"
one Friendly unit in each Enem y controlled hex to ha\'c fulfilled the mandalory attack obligation Anti·Air Com hat Strength and may, thercfore,
must attack one or more Enemy units (ex~plion: and is therefore not required to retreat. nevcr attack air units. A unit may never be included
~ 6.42 and 8.22). as part of a defending group if any of the a!lacking
EXAMPLE 114 (10 illustrate Case 8,24). units lack the appropriate type of Combat
[8.22) A unit which must make an attack, but St rength with which 10 attack that unit.
cannot because it lacks the approprhue type o f At the start of a Soviet Combat Phase, a Soviet SG
Combat Strength(s) to attack any adjacent Enemy submarine unit (0-30-12-3-8-5) in hex 111422 is [8,42 ) The Combat Strength of a single unit must
unit is not penali1.ed; it need make no attack and it adjacent to an American SN submarine unit (0-30· be used as an int egral whole.
need nO! retreat (§ee 8.23). 15-5- 10-6) in he:r 11423, Assuming no other [8.431 The type of Combat Strength wh ich a unit
NATO unit is adjacent to hex 11422, the Soviet must employ to attack a gh'cn Enemy unit is
(8,231 A unit wh ich must execute an attack may
unit must ex~ute an attack against the American determined by Ihe type of the defending unit. An
allack any adjacent En emy unit at any unit or be retreated one hex by the ~O'o'jet Ptayer.
permissable combat differential it can achieve air unit. for example. must be attacked with the
The Soviet unit's Anti·Submarine Combat allacking unit's Anti·Air Combat Strength.
against that Enemy unites), A unit may fulfil! a Strength is twelve (12), The American unit's
mandatory attack obligation by making any Defense Strength is len (10) which is doubled [8.44) Naval units (both surface and submarine)
possible attack even if it is impossible for such an because the American unit is occupying a occupying Restricted Water He xes ha\'c their
attack 10 result in a forced retreat of the defending Restricted Water Hex, Thus, subtracting the Defen!>e Strength doubled.
Enemy unites). An attack may never. however, be modified Defense Strength of the American unit (8,45] Daylight air units have all of their offensive
exe<:uted if the computed Combat Diffcrential is a (20) from the anacking Combat Strength (12), the Combat Strengths halved during night Game-
Deta1i>'e number (i.e" less than zero). Combat Differential is ,8. Because an attack may Turns, Night has no effect on these units' Defense
(8,24[ If a unit must make an attack and it not be executed using a negath'e Combat Strengths or Ele<:tronic Countermeasure Values.
polSts§es the appropriate type of Combat Strength Differential. (he Soviet Player must retreat the SG Note: Daylight air units need not remain based
to allack at least one adjacent Enemy uni!, but it unit into an adjacent hex aecording to the during night Gam e· TUTn$.
cannot allick that Enemy unit or any other n:strictions of Case (8.7).
adjacent Enemy unit at a permissable Combat
18.3) MULTIPL E UNIT (8,5) ADVANCE AITER CO]\.fBAT
Differential. the n that unit it§elf (the Phasing
Player's unit) must be retreated one hex by the AND MULTI. HEX COMBAT During any Combat Phase. ifany hex is comp letely
Phasing Playcr. This retreat must be execu ted [8,31) Units stacked in a single hCl may be \'acated by the non-Phasing Player's units (due to a
during the Phasing Player's Combat Phase, an3cked individually, os 0 group or as II number of dictated retreat resulting from combatl. as many
groups at the Phasing Player's opt ion. Different as three of the participating attacking units (units
EXAMPLE iii (to illustrate Case 8.21). which attacked that hex) may move into the
At the start of a Soviet Combat Phase, a stack of units in a given hex may be attacked !>epautety.
An unnacked unit can ne\'et be affected by an vacated hex at the Phasing Player's option.
three Soviet units occupy hex 1422. This hex is Similarly, if during a Combat Phase any o f the
attack directed agail).st anOlher unit in the same
control!ed by a Slac k of NATO units in hex 11 423, Phasing Player's hexes are vacated by units unable
hu.
Therefore, it is required that at least one Soviet to ue<:ute a mandatory anack, as many as three
unit in hex 11422 execute an attack against at least (8.321 If t...o or more units in the same hex are opposing units may advance into the hex from
one adjacent Enemy un it. AI! the un its in hex anacked as a group. Iheir Defense Strengths are adja~nt hexes at the non- Phasing Player's option.
11422 may participate in a!lacks at the Soviet totalled and this combined strength must be In both situations. the advance must take place
Player's option. However, if none of the Soviet attacked. Whenever twO or more units are immediately, before th e Phasing Player resolves
unit$ in hex 1422 can execute an attack at a 3nacked as II group, the highest Electronic any additional attacks. This type of advance is not
Combat Differential of "zero" or better, the Soviet Countermeasure Value pos§essed by one of the considered movement and does not require the
Player must retreat each of the uniu into an defending units is used to resolve the combat. expenditure of any Moveme nt Points. This
adjacent hex (within the rC$trictions of Case 8.7). 18,]31 Units in II he~ that contains an attacking advance is not inhibited by any Zones of Control in
Note that only a single attack i~ required. If one of unit need not participate in that same anack or either the hex advanced into or from. Note: If the
the Soviet units executes an attack, the other two any attack. Thus, when one unit in a stack of three non-Phasing Player's units are advanced (as
Soviet unil$ au not required to either attack or is attacking a given hex. one of the other units allo"'ed by this rule) they may be subsequent ly
retreat. could anack the same unit in the same hex or it attacked in the hex they advanee into during the
could anack a different hu, and the third could same Combat Pha!>e. If the Phasing Player's units
EXAMPLE (/2 (to illustrate Case 8.22). an: advanced, they may not panicipate in another
refrain from attaCking.
A Soviet SG $Ubmarine unit ocrupies hex f11422 at attack du ring the same Combat Phase and are
the stan of the Soviet Combat Phase, Hex 1 1422 is 18.34) A unit cannot attack Enemy units in more
than one Enemy occupied hex. If a unit is adjacent exempt from (8.21) and (8.24) during the
controlled solely by a NATO air unit in hex f11423. remainder of that Combat Pha!>e.
Because the Soviet SG unit has a "zero" Anti-Air to two or more Enemy occupied hexes, it may only
Combat Strength, it is not required to execute an attack into one of those he~e5. 18.6 1 REDUCTION OF
attack or retreat. The SG may remain in hex ~ 1422 (8,]5) No more than one Enemy occupied hex may COM.BA T DIFFERENTIAL
and, in effect, ignore the NATO air unit. NOT,E: If be attacked by a stack of attacking units. Thus. The Player may not execute an attack using a
the same situation occurred at the start of a NATO Eoemy units in different hexes may not be trealed smaller combat differen tial than the actual
Combat Ph ase, the NATO air unit would Dot be as the object ora "single" attack made by a stack of calculated differential based on the modified
25
Combat Strengths of the units invol~ed: i.e .. he measure Value is four{41. the attacker must roll a [9.21 MOVEI\o1ENT OF AIR UNITS
may not voluntarily reduce the d ifferential. one (I) in orde r to force the defending unit(s) to
[9.2 11 The Range Allowanct' of an air unit
retreat.
(8.1J R£TREATS functions exactl y like the MOI·ement Allowance of
a naval unit. An air unit is assumed to have a
[8.71 J There are two situations in which a retre'at is [9.0] AIR UNITS number of Movement Points equal to its Range
mandalory: retreats dictated bv the Combat GE NERAL RULE:
Results Table and retreats dictated by a unit's Allowance. An air unit expends (only) one
inablity to eX"eeute a mandatory attack. In both The Soviet and NATO air forces available to Movement Point for each hex it enters regardless
situations the uni t(s) invol"ed must be rctreated a support a naval war in the Mediterranean are of the ··terrain·· in that hex. Thu s. the Range
single hex by the o ..... ning Player. A unit may never rcprcsented by a variety of air unils. In general. ai r Allowance or an air unit indicates the muimum
be rctrcated into a hex it could not en ter normally units are restricted by all of the siandard game number of hexes it may enter in a si ngle MO"e men t
or aeross a hexs ide ",·hieh it could not cross during ru les. except as modified by Ihe following Cases. Ph ase.
a Movement Phase. A unit cannot retrcat into a CASES: [9.22[ Air units may never spend two en tirc
Friendly occup ied hex in violation of the ~tacking consecutive Friendly Movement Phases off a
[9.11 HOW AIR UNITS ARE
limit. A unit cannOI retreat into an Enemy Friendly airbase. Every air unit which begins II
ASSIGNED TO BASES Friendly Movement Phase awa)· from a base must
•controlled hex. even if other Fric.ndly unils already
occupy the controlled hex. A unil may. however. [9. 11 1 There arc two basic categories of air units; end that Movement Phase at a Friendly airbase.
rctrcat into a hex whieh is controlled solely by land·based ai r units and naval karrier·based) air An air unit which cannot meet this requirement is
Enemy units that lack an effective Combal units. A hex containing an airbase symbol is a land eliminated at the end of the Friendly Movement
Strength against Ihe Iypo: of unit which is airbase. An aircraft carrier (CV) naval unit Phase. NOle: In order to keep track o f air units
retreating <e.g .. a submarine unit cou ld retreat inlO functions as an airbase for carrier·based air unils. which must return to base. at the beginning of
a hex controlled solely by an Enemy air unil which Carrier-based air units are distioguished by a "C". cach Friendly Movement Phase the Phasing
has a "~ero·· Anti·Submarine Combat Strength). A prinled on the air units. Player should invert all air units not on Friendly
unit with no alternative path of retreat may retreat [9.12)ln general. a1\ air units are based according bases. After moving all nf his other units. the
into a hex o«upied solely by an Enemy unit thai to their nationality. Soviet air units may use any Player return s the inverted air units to thei r
lacks an effecti,·e Combat Sirength against the So,·iet land airbase as a base of operations. All appropriate bases. placing them face·up at the end
retreating unit. In such a cast. the En emy unil is Soviet land airbases are tinted brown. Except when of the Mo,·ement Phase.
immediately displaced into an adjacent hex by the Optional Rule 14.3 is used. all Soviet land [9.3] AIR UN ITS AND ZONES OF CONTROL
owning Player. If such a displacemenl is airbases arc located in Bulgaria and Romania.
impossible due to the presence of the map edge. [9.311 An air unit may always leave an Enemy
[9.131 NATO air units are also based according to controlled hex. Air un its may never move di rectly
Prohibited HexC$. stacking rcSiTictions. or Enemy
nationality. All NATO air units are distinguished from one En emy controlled hex to another
Zones of Control. no displacement occurs and the
by nationality. All NATO land airbases have a Iwo (except;on: see 6.42).
original retreating unit is immediately eliminated.
lettn national identity code printed directly on the
(Note: the displacement of an air Unil is not [9.321 Any unit may l eav~ an Enemy air unit·s Zone
airbase hex on the mapsheel. There are a tOlal of
considered a forced retreat and an air unit may be of Control.
seven different NATO airbase nationalities which
displaced without being eliminated.)
arc coded in the foIlO"'·ing manner: [9.4] STACKING OF AIR UNITS
[8.11] Air un its can never retreat. An air unit in a
[9At[ Air units do nol count against the normal
situation requmng I mandatory rctreat is US = United States (land and naval [CVI airbascs)
immedia tely eliminated. Dr = Great Britain stacking limit o f three Friendly units per hex. In
Tu = Turkey addition to three Friendl y naval units. a maximum
[8.73J Retreat movement does not expend any of six Friendly air units may be stacked in any hex.
Movement Points. Gr .., Greece
It = Italy Note: The stacking restrictions arc only applicable
[8.74J A unit ",·hich retreated because it could not at the end of each Movement Phase and
execute a mandatory attack may not subequently Is :: Israel (Note: Israeli air units and airbases arc throughout each Combat Pha~e.
participate in ao attack from the hex it retreated on ly used in conjunction with Optional Rule
14.3). [9.42 [ Air units must al",'ays be stacked on top of
inlo during the Combat Phase in ,,·hich the forced the topmost naval unit in a hex (exception: see
retreat was mad e. Fr = France (Carrier· based air units only· therc
are no Frcnch land airbases). 9.62. Indil'idual air units may be stac ked (on top
[8.15] Once a unit is retrealed for being unable to of Ihe topmost na,·al unit in the same hex) in any
execute a mandatory auack it is exempt from [9.14[ At the beginning o f the game. the Scenario mann er the owning Player desires.
Cases 8.21 and 8.24 for the remainder of that rules restrict the deployment of all air units to
Combal Phase. specific airba~es. After this initial restricted [9Al[ An air unit Slacked on an airbase of its
deployment. air units may use any base of th e nationality is cons idered able to be kept perpet-
[8.8] COMBAT RESULTS TABLE appropriate nationality as a base of ope-rations. ually aloft and rna)· attack and defend normally
(See the mapsheetJ (ExcePlion: see 9.17.1 Thus. an Italian air unit when occupying such a hex on successive Game-
deployed at Foggia (hex 1 1812) at the start of the Turns. In effect. an ait unit occupying a hex
[8.9) HOW TO USE game may relu rn to any Italian airbase during a
THE Cm·mAT RESULTS TABLE containing an airbase of its nalionality is ne'·er
MCl'iement Phase in which it must be returned to a forced to relurn to its base (con~ider it exempt
Subtracl the total modified Defense Strength of base or be eliminated (see 9.22). from Case 9.22).
Ihe defending unites) from th e lotal modified
Combat Strength of the attacking unit(s). Round [9.5] COMBAT AND AIR UNITS
the resulting number down to the nearC5t Combat )9.15[ If it is impossib le for a NATO air unit t( [9.S1 [Air units can ncver retrea\. An air unit in a
Differential number given allhe top ohhe Combat telUrn 10 an airbase of its nationality. it may returr, situation requiring a mandatory retrcat ;s
Res ults Table. Next. cross-index th e Electronic to any NATO airbase. A NATO air unit ",·hich
immediately eliminated .
Countermeasun: Value of the defending uni t with relutns to an airbase other than its own nationality
the cartect Combat Differcnlial col umn. The is coll.5idcred grounded for the remainder of the [9.511 Cenain air units (bOlh S(n-iet and NATO)
result. at the intersection of the two columns. is game. Th e NATO Player should immediately are distinguished by a band of color over their
given in terms of the die roll necessary to rctreal remove the uni t from the map. An air unit los! in Strengths as "daylight" units (~ 3.231. These
the defending unit(s). If the rolled number is equal this manner is nllt counted for Soviet Victory Point units operate normally during day Game·Turns.
to or less than the number(s) given on Ihe Combat purposes. However. their offensive Combat Strengths
Results Table. the defending unils are retreated (Anti·Air. Anti·Surface and Anti·Submarine) are
19.161 Soviet air units may never use NATO
one hex by the owning Player. Iflh e result althe hal,·ed during night Game-T urns (retain fractions).
aitbases. NATO units may nel'er ulie Soviet
intersection of two columns on the Combat Res ults airbascs. An air unit may never be returned to an [9.61 CARRIER. BASED AIR UNITS
Table is a ..• .. the attack has no effcct and no die airbase if there is a Destroyed marker in the
roll b made. If the rolled number is higher than 19.61 1 Soviet. American and French carrier·based
airba5C hex. air units are used in the game. At the beginning of
the number(sl gi~n on the Combat Results Table.
[9.17[ Land-based air unils never use na,·al (C V) the game the Scenario rul es assign these air units
the attack has no effect in this case also. Note: The
units as hases. Carrier-based air unils may usc to specific CV naval units.During the course of a
defending unites) are only des troyed by being
land bases of the appropriate nationality. i.e .. II game. Soviet carrier· based air units may use either
unable to execute a req uired relreat.
Untied States carrier· based air unit may use either So,·iet CV naval units or any Soviet land airbases
EXAMPLE: !fthe computed Combat Differenlial a US (CY) navnl unit or a US land airbase (see as thei r base. Similarly. the American carrier·
is five (5) and the defender's Electronic Counler· 9.61). based air units may use either United States CV
26
"a"a1 units or an y US land airbase as their base ]1 0.12] A naval (surface or submarincl un it may (10047] Defended he xes in Egypt and Syria are
according \0 the re~ttittion s of Case 9.4 1. The only never enter an all-land hex or move through an all- considered Sm'iet Defended hexes. Defended hexes
airba~e which the French carrier· based air unit s land hex sid e. in Israel are considered NATO Defended hexes.
ma y use is the French CV naval unit (nceplion: 110.13] Air units may enter any hex (exception: see These Defended hexes arc considered " active" in
sec 9. 151. 10. 11). An air unit expe nds only one MO"ernent both Scenarios.
19.621 Carrier-based air units may occupy an)' on e Point for each hex it enters regardl ess of tbe (10.48) The airbase of a destroyed Defended hex is
of four different position s at the end of any lerrain features in the hex. considered inoperative (it may not be used as a
Friendl y Movement Phase. These options are as ba~e of operations by Fri~ ndly air unilsl.
110.14 ] A naval unit normally expends one
follows. Movement Point for each hex it enters. However. a
A. A carrier-based air unit may be stacked on top naval uni t must expend two Movement Points to [11.0J THE SCENARIOS
ofthc topmost naval unit in a hex also occupied by enter a Restricted Water hex. HOW TO SET-U P AND PLAY T HE GAME
a CV na"a l unit of the Slime nationali ty as that air
unit. This simulates a Combat Air Patrol mission. 11 0.1 5] A unit may ne,'crenter an Enemy Defe nded GENERAL RULE:
hex until the intrinsic Defense Strength in the hex Th ere are actually two different versions of th e
A carrier-based air unit may be maintained in this
is destroyed (sec ]0.4). Sixth Fleet game; a ten (10) Gam e·Turn Scenario,
position indefinitely and may anack and defend
normally whe n occupying wch a hex on successil'c (IO.Z1 EFFECTS ON ZONES OF CONTRO L which simulates the initial three day' of a Meditcr-
Game-Tums. In clTeer. a carrier-based ai r u nit ranean conmet. and a twent)'· one (2]) Game· Turn
110.21 1 A unit's Zo ne o f Control does not extend Campaign Scenario. simulating a full week of
occupyin)'! a hex containing a CV naval unit of its into Prohibited hexes.
nat ionality is ne,'er forced to return to base operations. In the shorter scenario. the Soviet
\consider it exem pt from Case 9.22). 1]0.22] A naval unit's {surface or submarine) Zone Mediterranean Fleet is attempting to gain control
of Control docs not extend through an all-land of the Aegean Sea against the opposin g United
B. A carrier· based air unit may be removed from States. Ita lian. Greek and Turkish air and nayal
the map if the air unit is occupying a hex hexside.
forces. In the Campaign Scenario. the Soviet force
contain ing a CV unit of the same nationality. The (]0.3] EFF ECTS ON COMBAT is augmented by reinforcemen ts from the Soviet
air unit is placed in the "holding box" corres· (10.3] 1 A naval unit occupying a Restricted Wate r Black Sea Fleet. while French and Britis h naval
ponding to that CV unit located on the mapsheet. hex has its Defense St rength doubled. forces reinforce the NA TO side. The basic Soviet
While in this holding box. an air unit is considered obj&tive in the Campaign Scenario is to allempt to
aboard the corresponding CV unit and may (10.4] DEF EN DED HEXES
cut NATO off from the vital Middle East area by
neither attac k oor be attacked. Th e ai r units in a (10.411 A number of hexes (known as Defended means of a na val bloc kade across the eastern
carrier holding box are automatically eliminated if hexes ) hU"e an InlTlnsk defense va lue exoressed bv Mediterraoean. Both scenarios use the standard
tha t carrier is eliminated. An air unit may only be a Defense Strength and El ectronic Countermea)ure game rules. set-up. a nd Victory Conditions, but
placed in a carrier holding box during a Friendly Value printed directly in the hex on th e mapsheet. are differentiated by game le ngth and by the
Mo"eme nt Phase. A maximum of six air units may Many. but not all Defended hexes also contain air· introduction of reinforcements in the Campaign
simultaneously occupy a single carrier's holding bases. In each Defended hex. the number to the Scenario (onl yl. As the Campaign Scenario is
bo x. Note: The holding box for each carrier is left of the slash is the intrinsic Defense Strength merely a n extension of the time period of the game,
merely a play aid incorporated for th e Player's con- and the number to the right of the slash is the EI&· Pl ayer~ may choose to end ihe game after the tentb
,·enience. If he wishes. a Player may choose to tronic Countermeasure Value. The intrinsic Game·Turn or cOnlinue to play out the fu ll
represent this same situation by simply placing the defen se "alue of a Defended hex is purely Campaign Scenario. Optional ru les may be used in
air units beoeath the CV unit itself. defensi"e: it can ne,'er be used to attack an Enemy either scenario. At the end of the game. the victor
C. A carrier -based air unit may. of course. end a unit. The intrinsic Defense Strength of a Defended is determined by reference to Ihe Victo ry
Friendly MO"ement Phase in a hex oth er than one hex is not d oubkd if th e hex is also a Restricted Conditions (see 13.OJ.
occupied by a CV unit of the same nationality. Th e Water hex.
owning Player chooses this option when we wishes CASES:
(10.42) A Defend ed hex. in and of itself. has no
to use the air units for offensive air strike missions (11.1 ] HOW TO SET-UP THE NATO UNITS
Zone of Control; however, a unit rna}' not cnter an
against enem)' units. or for area defense purposes. Enemy Defended hex until its intrinsic Defense (Both Scenarios)
A carrier·based air unit which begins a Friendly The NATO Player sits on the soutb side of the
Strength is destroyed.
Mo"ement Phase in a hex other than one occ upied mapsheet. NATO naval units are set·up first.
by a CV unit of the same nationality Is subject to (10.43] The intrinsic Defense Strength of a
Defended hex is not added to the Defense NATO na"al uni ts are set-up according to nat ion·
Case 9.22. ality. All NA TO units have a two letter nation al
D. A ca rrier-based air unit may e nd a Friendl y Strength(s) of Friendly units attack .. d while
occupying the Defended hex. identity code printed on their faces. There a re a
Mo,'ement Phase on a Friendly land airbase number of sea a nd coastal naval set·up hexes
(subject to Case 9.15 and 9.6]). (10.44 ) The intrinsic Defense St ren gt h of a
Defended he x may only be a1!acked when th ere are
which also are dht inguished wi th large ""0 letter
Note: In any of the abo"e options. the ai r units ofa nati onal identity codes. These codes are explained
singlf CV unit are not required to act as a group. no units occupyiog the hex. A unit (or stack) may as follows: US _ United States; It . Italy ; Gr .
The ownin g Pla yer may allocate the air units avail· attack a vacant Enemy Defended hex du ring th e Greece; Tu T urkey; So . Soviet Union. Naval
able at any base for any purpose he ,,·ishes. Friendly Combat Phase (including the Friendly units may only be set·up in th ese coded set-up
Combat Phase in which the Defended hex was hexes. At least one unit of the appropriate nation·
vacated by Enemy units forced to retreat due to ality must be initially deployed in each coded
19.631 In an}' Movement Pha~e in which air units earlier attacks). The Combat Differential is deter- set·up hex. For ex ample, at least one Italian naval
are leaving a CV unit serving as th eir base. the air mined by subtracting the iotrinsic Defense unit must be set-up on each hex coded " It" at the
units must be mo"ed before the CV unit itself is Strength of the Defended hex from the start of the game. A maxim um of three and a
rno,·ed. Anti-Surface Combat Strength total of the minimum of one naval unit must be initially
allaeking unit(sl. Th e Electronic COUniermeasure deployed on each cod ed set-up hex.
[10.0 J TERRAIN Value of the Defended hex determines which
GEN ER AL RUL E: column on the Combat Result Tabl e is used to There are three special restrictions on the NATO
Th ere are six different terrain fea tures (or different resolve the attack. If a result requiring a retreat naval set·up:
types of hexes) which have an influence on play. is obtained. the intrinsic Defense Strength of the A. One of the United States CV naval uni ts must
These terrain features are High Seas hexes. Defended hex is considered destroyed . Note: be deployed in hex #1602.
•
Restricted Water he xes, Coastal hexes, land hexes.
Defended hexes and Probibited hexes. The effect
of each of these terrain features is summarized in
marker on the hex. '*1
Players shou ld immediatel y place a Destto)'ed B. The second United States CV nava l un it must
be deployed io hex 1108]2.
C. One Turkish SS (submarine) naval unit must be
the following Cases a nd on th e Terrain Effects {]0.45] Immediately after the intrinsic Defense deployed in hex ~Z025.
Chart. Strength of a Defended hex is destroyed. as many
as three of the participating attacking u nits may NOTE: T hr French and British naval units enter
CASES: the Campaign Scenario as rt inforNments. T hey
advance after combat into the hex.
110.1] MOVEM ENT EFFECTS 110.46] Once the intrinsic Defense St rength of a are not deployed a l the start of the game and are
Defended he~ is destroyed , it can never ,be revived . not used when the short scenario Is being played .
(10.1 1] No unit ma y enter or retreat into a
Prohibited hex. All land hexes in Yugoslavia and Once the hex has been neutra li zed, any unit may The NA TO Player next deploys his air units._The
Albania and all Yugoslavian and Albanian Coastal free ly enter the hex (i.e .. the hex is treated as a NATO air units are also deployed according to
hexe$ arc Prohibited areas. normal hex of its terrain type). nationality. All Italian air units must be deployed
27
at airbascs in Italy. All Greek air units must be be placed on Combat Air Patrol (see 9.6) or placed hexes. There is no Mo~em ent Point cost to place
deployed at airbases in Greece. All Turkish air in the Soviet CVIII holding box. Note: Two these units on thc map. There is no required line of
units must be deployed at airbases in Turkey. additional Soviet carrit r.bu..d air unll$ arrive communications for these reinforcements.
aboard Soviet CV 12 when It app.-an as a Hin· [12.23] The Soviet Player recei.'es one (]) M-2S and
The airbases on Sidly (hu N13 11 ) and Crete (he~ fon:em .. nt during th .. Campaign Scenario. Sovlet
11022) are United States bases. During the initial three (3) M·23 air units (which may be taken from
air unilS may not b.- bllHd In elthrr Syria or Egypt those previously eliminated if necessary). These
set·up. the NATO Player mllSt deploy the Unitfil. IInless Optional Rule 14.3 Is employed.
Statesland·based air units as follo ..·s: one(l) F4 on may be placed at any airbases in Bulgaria or
hu N13II; one UJ F4 and one (I) P·3 on hex 1 1022. After both Players have completed their initial Romania. providing a line of communications can
deployment. the game is begun in accordance be traced from each chosen airbase leading off the
The airbases on Malia (hex 11010) and Cyprus with the Special First Game·Turn rules (see 12.1). northern edge of Ihe map.
(hex 11232) are British bases. DUring the initial 112.24) Thc Soviet Player receives all Soviet Black
set·up. the NATO Player must deploy the British [12.0] SPECIAL RULES Sea naval uni ls (distinguished by a "B" printed on
ai r units as follows: one (I) Nim rod (N IM) on hex the units' faces) and the two Soviet carrier-based
11 1010: one (1) Lightning (LTGJ and one (I) Nimrod GENERAL RU LE: air units assignfil. to Soviet CV 112 (Kiev) ttwo "F"
(NIM) on hex 111232. The follo"'ing rul es ha.·c been treatfil. as special ai r units bea ring a "C" in the lO\O'er right hand
rules because of thcir limited appl ication within corner). These units may be placed in any hex in
At least one air unit of the appropriate nalionality the frame"'or k of the game. The First Game· Turn
muS! be deployfil. at each airbas~ within that the Black Sea north of hex #2025. There is no
rule (12.1) is only applicable to the first turn of the Movement Point cos t to place thcse units. These
nation. For example, at least one Italian air unit game (in both scenarios). The Reinforcement rules
must be deployed at each airbase in Italy at the reinforcements do not require a line of communi-
(J2.2) are only used during the Reinforcement cations fOT thei r entrance.
start of the game. A minimum of one and a maxi· Interphase. which occur5 between the tenth and
mum ohix air units may be deployed at any single ~leventh Game·Turns. The Black Sea Movement
112.251 All reinforcements may function normally
airbase. Air unih "'hich arc sel·up in a hex also Prohibition rule (J2.3) is in effect from the beginning on the eleventh Game·Turn.
occupied by naval unit s must be stacked on top of begin ning of the game until the end of the tenth 112.31 SPECIAL BLACK SEA MOVEMENT
the topmost naval unit in that hex. Game·Turn. PROIDBlll0N RULE
The United States carrier based air units are also CASES: All naval units are prohibited from entering any
deployed during the initial set·up. At the stan of hex in the Black Sea (any hex nonh of hex 112025)
the game, these units (distinguishfil. by a "C" 112.11 SPEClAL fiRST GAME_TURN RULE until the Reinforcement Interphase .... hich occurs
prin ted in the lower ri ght hand corner of the units) The first Game· Turn consists solely of a normal between the tenth and ele"enth Game·Turns. All
are assigned to the Unitfil. States CV naval units as Soviet Movement Phase. All standard game rules na.'al units are free to mcwe north of hex 1I'202S on
follows: CV 6 1 (Saratoga)· two A7. two F4, one arc in effcct during this Soviet Movement Phase. the eleventh and all subsequent Game·Turns.
A5. and one S3; CV 12 (America) - two A7. two At the conclusion of this Phase. the Game-Turn Note: Hex 12025 is considered part of the Aegean
F14. one A6. and one S3. At the start. these units Marker is advanced one space on the Turn Sea for all purposes.
may be placed on Combat Air Patrol !see 9.6) or Record / Reinforcement Track. The second. and all
placed in the CV holding box corresponding to subsequent Game-Turns follow the standard
their assigned CV unit. Sequence of Play (see 4.2J. The serond and all [13.0] VICTORY CONDITIONS
subiCquent Game·Turns consist of the following
Not.. , The FHnch carrler-bued air unllll anhe sequence of Phases: NA TO Combat Phase, NATO GENERAL RULE:
aboard th .. French CV naval unit ..illch a ppean as MO"ement Phase. Soviet Combat Phase, Scwiet The same procedure is used to determin .. the
a r1'in fon:em.. nt In the Campaign ScenariO. bruli MO"ement Phase. Game·Turn Indication Phase vic tor regardless of whether the ten Game-Turn
air units aH nenr M ployed, exct pt when OptionaJ (exception: see 12.2), Scenario or the twenty·one Game-Turn Campaign
Rul .. 14.3 Is employed. Scenario is played. During the game. each Player
112.2J SPECIAL REINFORCEMENT RULE accumulatcs Victory Points for destroying Enemy
11UJ HOW TO SET-UP THE SOVIET UNITS Both the NATO Player and the Soviet Player units. For each Enemy unit destroyed, the
(Both Scenarios) receive reinforcements in the Campaign Scenario opposing Player receives a number of Victory
The Soviet Player sits on the north side of the \only). These reinforcements are placed on the map Points equal to the Electronic Countermeasure
mapsheet. The Soviet Player deploys second. during the Reinforcement Interphase which occurs Value of the destroyed unit. A unit with a "0"
Soviet naval units must be deployed (only) in hexes between the tenth and eleventh Game-Turns. Rein- Electronic Countermeasure Value is worth one
contai ning an "So" national identity code. A forcements may not be delayed and may not be Victory Point. At the end of the last Game·Turn.
minimum of one and a maximum of th ree naval placed on the map in violation of the stacking limit. both Pla)'crs tally their Victory Point tota ls. The
units may be dep loyed in each coded set· up hex. The line of communcations requited for the en· totol number of NATO Victory Points is thcn
trance of certain reinforcemen ts isdeflned as a path subtracted from the Soviet total. The Soviet Player
Thcre arc t ..·o special restrictions on the Soviet of hexes of indefinite length befween th reinforce· then adds any honus Victory Points he is entitled
naval set·up: ment entrance point and the specified map edge. to for achieving the objectives listed in 13.1. After
A. One Soviet SN (subma rine) unit must be This line of communications cannOI be traced any appropriate addition is made to Ihe Soviet
deployed either in hex 111902 or in hex 11 1404. through Enemy occupied hexes or Enemy control· total. the resulting number is then compared to the
B. One Soviet SN (submarine) unit must be Iw hexes (eve n if occupied by a Friendly unitl. A Level of Victory Tablc (J 3.2) in order to determine
deployed in he~ NI212 or hex /i06IS. line of communications also cannot be traced the victor and the le"el of victory achie,·ed.
through undestroyed Enemy defended hexes
Note: The So.'let Black S..a naval willi ldistln. 113.11 SOVIET BONUS VICfORY POINTS
and/ or Prohibitw hexes. If it is impossible to trace
gu ished by a "B" prinl..d on the unl15' faces] enter 113.11 1 The Soviet Player receives ten (JO) bonus
a line of communications during the Reinforce·
th .. Cam paign Scenario as HlnfolUmmlli. They ment Interphase. the reinforcements dependent on Victory Points if the re are no NATO units (of any
an Dot dep lo)"cd at the start of the game and aH type) in the Acgean Sea area at the end of the
such a line do not appear hhey are simply
not ut .. d whIM th .. short fCCnario Is bi"lng pla)·ed. forfeited). game. Note: T he Aegean Sea is indicated on the
The Soviet Player ne~t deploys the Soviet air units. map by means of a designated boundary line. Hex
112.2 11 T he NATO Player receives fl"e (5) F4
The follo"'ing types and qua ntities of land·based 112025 is considered pan of the Aegean Sea.
Unitfil. States land-based air units. These ai r units
air uni ts are available at the beginning of the game; may be placed on eilher United States airbase (hex 113.12] The Soviet Playe r receiv~ fifteen (IS) bonus
four T16, one 1'22. t.... o B12. fou r M25. and six 11 131 1 or hu 11]022) providing a line of communi· Victory Points if al the end of the game it is impos-
M23. These units must be deployed at the Soviet cations can be traced from the chosen airbase off sible for the NATO Player to trace a line of
airbases in Bulgaria and Romania al the beginning the western mapedge. These reinforcements l1.1ay com munications from any coastal hex in Israel
of the game. A minimum of 'Zero and a maximum be splil bety,'een the tWO U.S. airbases. prOYiding leading 01T the wes tern mapedge. This line may
of six Soviet air units may be deployed at each of both airbases can trace suitable lines of communi· only be traced through sea andlor coastal hexcs. It
these airbases. Note: The additional Soviet land· cation and the airbases hav .. not been destro}'ed. may not be traced through Soviet occupied hues
based air units are only used when Optional Rul e or Soviet controll..d hexcs. unless "OCCupied by a
[12.22] The NATO Player receil'es all French and
14.3 is employed. NATO naval unit. It may not be traced through
British naval units and the French carrier· based
There are two Soviet carrier· based air units to be air units (designated with a "C" in the lower right· undcstroyed Soviet Defended hexes or Prohibited
he~cs.
deployed at the start of the game. These two ai r hand corner). These units may be placed in any
units (designated "F'" and distinguished by a "C" hexes adjacent to the western edge of the map. 113.13 1 If the Soviet Player has received bpnus
in the lower right hand corner) arc assigned to These units may not be placed in Soviet occupied points for fulfilling the objectivc gil'en in case
Soviet CV III (Minsk). At the start. these units may hexes. but may enter Ihe map in Soviet controlled 13.12, he re.:eives fifteen (J S) additional bonus
,
28
Victory Poinl~ if at the end of the game there arc Egypt and, Syria. If this happencd (and it could before the sixteenth Game-Turn. Note: Because
no NATO naval units east of the Eastern Mediter - itself be the cause of a Meditcrranean war). it is hex 112025 is a NATO Defended hex. Soviet units
rancan Boundary Line indicated on the map. assumed thaI all resened Israeli air strcngth would are prohibited from entering the hex until its
be'thrown into the war on the NATO sidc, Use th e intrinsic Defcnse Strength is destroyed (see 10.4).
following rules to simulate this situation.
[13.2] LEVEL OF VICTO~Y TABLE At the beginning of the game. the si~ (6) F4 and six [15.0] GAME NOTES
Net VIcto ry Poin t T ota] Vieln r and Victory Lt"'c] (6)A4 Israeli air untis are deplo)'ed al the airbases Sixth Fleet is an interesting study of a modern
+ 51 or greater Soviet Decisi\'c Victory in Israel by the NATO Player. A minimum of one military situation done in a very abstract way. In
and a maximum of si. Israeli air units may be order to beller understand and enjoy the game. it
+ 30\0+.50 SOl';et Substantive deployed at each airbase in Israel. These air units might be helpful if some of the rationale behind
Viclor)'
are based in Israel and arc rcstricted by the the design were given. The designer saw the
+ 2110+35 Soviet Marginal Victory standard rules go;'crning the usc of air units. ~ituation as being a battle of the little black boxes.