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    .::..

    SIERR SSN

    A GAME OF

    NUCLEAR

    SUBMARINE COMBAT

    STURG ON

    SSN

    By

    R

    PRESCOTI and

    A

    AMOS

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    0.0

    0.0.1

    0.0.2

    0.0.3

    PROBSUB

    is a

    set of

    rules which

    simulates

    modern combat between

    nuclear

    submarines, and also includes anti-submarine

    aircraf t

    and helicopters.

    All aspects of anti-submarine

    warfare

    are covered, except

    the

    use of

    surface

    vessels. However,

    it

    i s hoped that there will be an update

    to

    PROBSUB in

    the

    near future which will cover the use of surface vessels in the anti-submarine

    role

    as well as

    targets.

    I t

    i s possible

    to

    play PROSUB without any models at a l l by plotting al l

    the

    action on a chart see map , but this does lose some visual apeal.

    The use

    of an

    umpire

    does

    make

    the

    game more

    real i s t ic

    but i t is quite

    possible

    to

    play the

    game

    without one.

    April

    1990

    R Pescott and A Amos

    2

    Glenfield

    Road,

    Dover

    Kent

    CT16

    2AL

    -

    -_

    .. .

    -.: : - - .:--

    :.

    -

    . . -

    - -

    -- - .

    -

    -

    - . -.-

    .

    - ,...- - -

    . -

    - .

    .-

    -.

    .

    ..

    -

    ---

    -

    -

    VICTOR 1/11

    SSN

    Copyright

    R.Pescott,

    A Amos

    arid

    Tabletop

    Games

    April

    1990.

    I l lus trat ions

    by

    Sarah

    Amos

    1

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    CONTENTS

    REF

    SECTION

    0.0 Introduction

    0.1

    Background Notes

    0.2

    ACI IVE SON R

    0.3

    PASSIVE SON R

    0.4 Towed

    Arrays

    0.5

    Thermal Layers

    0.6

    Noise

    0.7

    EXPLANATION OF TERMS

    1.1

    SCALES

    1.2

    EQUIPMENT REQUIRED

    1.3

    UMPIRES

    2.0

    SEQUENCE OF PL Y

    3.0

    COMM ND

    PHASE

    4.0

    MOVEMENT

    PHASE

    4.1

    Lateral

    Movement

    4.2 Speed Changes

    4.3 Turning

    4.4

    Williamson Turn

    4.5

    Depth Changes

    Hydroplanes

    Ballast

    4.6

    Maximum

    Safe

    Depth

    4.7

    Mine Activation

    Subphase

    4.8

    AERIAL OPERATIONS

    4.9

    Collision

    =

    4.10

    M.H.D.

    PROPULSION

    5.0

    COMMUNICATIONS

    PHASE

    5.1

    E.S.M. Subphase

    5.2 Radar Subphase

    5.3

    Visual Subphase

    S.4

    E.L.F.

    Subphase

    5.S

    V.L.F. Subphase

    5.6

    LF/HF/VHF/UHF

    Subphase

    S.7

    U.T Subphase

    6.0 SON R

    PHASE

    6.1

    Passive Sonar Efficiency

    6.2

    Sonar

    Detection

    6.3

    Acoustic Masking

    6.4

    Notes on

    Towed

    Arrays

    6.5

    Towed

    Array Sub phase

    6.6

    In Hull Passive

    Sub

    phase

    6.7

    Active Sonar Subphase

    6.8

    Passive

    Dunking Subphase

    6.9

    Active

    Dunking Subphase

    6.10

    Passive Sonobouy Sub phase

    6.11 . Active Sonobouy Subphase

    6.12

    Surveillance Subphase

    6.13 M.A.D.

    Subphase

    6.14

    Sonar Detection Example

    PAGE

    No REF

    SECTION

    PAGE No

    1

    7.0

    T.M.A. PHASE

    30

    3

    3 8.0 WE PONS PHASE

    32

    4 8.1

    Wire Guidance

    32

    4 8.2

    Torpedo Sonar

    32

    5

    8.3

    Torpedo Loading

    33

    5

    8.4

    Pre-Launch Program

    33

    6 Subphase

    8.5

    Tube

    Cap

    Subphase

    33

    7

    8.6

    Standoff Weapons

    Subphase

    34

    7

    8.7

    Torpedo Launch Subphase

    34

    7

    Counter Fire Torpedoes

    35

    8.8

    Sensor Deployment Subphase

    35

    8

    8.9

    Post-Launch Program Subphase

    35

    8.10

    Decoy

    Program Subphase

    35

    9

    9.0

    TT CK RESOLUTION

    PHASE

    36

    9 9.1

    Hit Probability

    36

    9

    9.2 Aquisition

    Percentage

    36

    9

    9.3 Decoy

    Launch Subphase

    37

    10

    9.4

    Decoy Resolution Subphase

    37

    12 9.5

    Noisemaker Subphase

    38

    12 9.6

    Impact

    Resolution

    Subphase

    38

    12

    9.7

    Damage

    Resolution Subphase

    38

    14 9.8

    Nuclear

    Weapons

    40

    15

    15

    10.0

    RECORD

    PHASE

    42

    16 10.1

    SUBMARINE STATUS SHEET

    43

    17

    17

    11.0

    OPERATIONAL

    FORM T

    44

    11.1

    Movement

    on

    Charts

    44

    18

    11.2

    Movement

    on

    Table

    44

    18

    11.3

    Starting the Game

    on

    Table

    44

    19

    19

    12.0

    ARCTIC OPERATIONS

    45

    20 12.1

    Ice 45

    20

    12.2 Sonar

    in

    the Arctic

    45

    20 12.3 Ice

    Extent

    Chart 46

    20

    13.0

    AIRCRAFT

    D T

    SECTION

    47

    21

    22

    14.0

    TORPEDO D T SECTION

    49

    23

    14.2 Standoff Weapons 49

    25

    14.3

    Anti Ship

    Missiles

    SO

    26

    14.4 Cruise

    Missiles

    SO

    26

    27

    lS.0 SUBMARINE D T

    SECTION

    51

    27

    27

    16.0

    CHARTS

    54

    28

    16.1

    Turning

    Scale

    54

    28 16.2 Depth Change Charts

    55

    28 16.3

    Submarine Speed/Noise Chart

    56

    28

    16.4 Torpedo Speed/Noise Chart

    57

    28

    29 17.0

    ABBREVIATIONS, PHRASES

    58

    TERMS

    18.0

    BIBLIOGRAPHY

    S9

    19.0

    DEPLOYMENT

    EXAMPLES

    60

    2

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    0.1 BACKGROUND

    NOT S

    In

    the following

    notes,

    the

    term vessel , means any submarine

    or

    surface

    ship.

    0.1.1 A submarines greatest

    asset is

    stealth,

    in

    i t s

    basic meaning. A submarine

    i s

    capable of destroying just

    about

    any

    adversary, with

    the large c h o ~ c e of very

    high-tech weapons available to i t ; but this task is much easier i f the

    attacker

    can remain undetected.

    Therefore,

    submarine combat

    i s

    a complex game

    of hide-and-seek;

    with

    each

    submarine

    trying

    to

    detect his opponent,

    whilst

    a t

    the same time attempting to remain undetected himself.

    0.1.2

    Thus a submarine

    will

    do

    everything

    i t

    can

    to

    remain

    undetected,

    and

    conversely, will do

    nothing which will

    give away i t s own position, except

    1n

    dire emergency.

    0.1.3

    Although

    nuclear

    submarines have virtually no need to surface while operating,

    they do

    have

    to

    raise a

    periscope or antenna

    in order to detect aircraft and

    helicopters; or to monitor radio and radar transmissions. These periscopes and

    antennas must

    protrude

    above the surface, and

    so

    are detectable

    by surface

    and

    airborne

    units:-

    a)

    I f

    the submarine i s moving at more than 5 knots, then a wake will be

    formed by the periscope

    or

    antenna. This

    i s

    often more

    easily seen than

    the .actual periscope or antenna i t se l f In any case,

    at

    speeds over 16

    knots,

    the periscope or

    antenna

    will suffer damage.

    b Modern surface search radars are now

    so

    sensitive, that even the t ip of a

    periscope

    or

    antenna

    will

    probably

    be

    detected,

    i f

    someone

    is

    looking,

    and

    they

    are

    closa enough.

    c) I f the submarine transmits, with

    either

    radio or radar, then there

    is

    a

    chance

    that

    these emissions will be detected by listening enemies, and this

    can

    give

    away

    a

    submarines pOSition.

    0.1.4

    As

    can

    be

    seen, radar

    i s only capable of

    detecting

    surface or airborne

    , targets, and is a ~ m o s t certain to give

    away

    the

    submarines

    position.

    As

    such,

    i t i s

    very

    rarely used.

    0.1.5 The

    Ocean is a dark place.

    Light,

    the basis of vision, does

    not

    penetrate

    more

    than about 3 m below

    the surface,

    a t

    best,

    so any

    visual

    means of

    detecting

    another, submerged submarine is out of the question. A

    raised

    periscope may

    allow

    the

    detection

    of surface or airborne

    units, but

    risks the submarines

    detection.

    0.1.6

    The

    best

    medium

    a

    vessel

    can use

    to detect

    submerged

    targets

    and

    threats,

    is

    0.1.

    7

    0.2

    sound, and the apparatus which uses sound

    for

    detection

    purposes, is

    called

    SONAR

    Sound

    travels through water better than i t

    does

    through air,

    and

    in the right

    conditions i t i s possible to

    detect

    sounds coming from hundreds of kilometers

    away.

    There are two types of sonar, and they use

    the

    sound waves in different ways:-

    0.2.1 a) ACtIVE

    SONAR

    An active sonar

    set produces

    high frequency sound waves, and actually

    transmits them out into the water, in a more or less directionall beam.

    0.2.2

    The

    sound waves bounce back from an

    object,

    and

    these

    returning

    waves

    are

    received by the sonar apparatus. Computer analysis of this return echo can

    give the range, bearing,

    speed and depth of

    the object,

    according to the

    strength of the return

    Signal.

    0.2.3

    The problem

    with active sonar

    is

    that

    the

    radiating

    soundwaves can be detected

    by anyone listening, and a t a range greater

    than

    their own

    detection

    range.

    Thus, use of active sonar is rather like shouting out your position, while

    anyone listening

    will

    only reply in a

    whisper.

    0.2.4

    Only search for your opponent with

    active

    sonar i f he already has your

    pOSition, and you are desperate.

    0 2 ~

    Active sonar

    may

    be used for mapping the terrain of the sea bed, or of

    overhead

    ice,

    or for detecting mines.

    In these

    cases, i t s maximum effective

    range

    i s

    2 kilometers.

    0.2.6

    Active

    sonar

    in

    i t s

    search

    mode

    has

    a

    maximum

    range

    of

    60

    kilometers.

    I t

    may

    not be used at

    speeds

    of over 25

    knots.

    3

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    0.2.7

    0.2.8

    0.3

    0.3.1

    0.3.2

    0.3.3

    0.3.4

    0.4

    0.4.1

    0.4.2

    0.4.3

    Active

    sonar in

    vessels cannot

    detect torpedoes.

    However, torpedoes which have

    approached a target uSing

    passive sonar,

    will normally go act ive , or switch

    to

    active

    sonar in

    order to aquire

    the

    target.

    Active sonar is .aunted

    in the

    bow of a ne, and so can only cover an

    arc

    of 30

    degrees

    either side of the ships

    head.

    This

    does

    not apply

    to

    sonobouys

    or

    to dunking

    sonars

    from helicopters.

    b)

    PASSIVBSONAR

    A

    passive

    sonar

    set

    does not

    radiate

    sound waves

    in

    the

    way

    that active

    sonar

    does. I t is

    purely a listening

    device. As

    a

    vessel

    moves, i t will

    generate

    noise; from

    i t s

    engines, from

    i t s propellers,

    and from the turbulence

    in

    the

    vater that i t s passage ukes.

    An in-hull passiye sonar (ie. one .cunted

    inside

    the

    vessel),

    may be

    able

    to

    detect

    these noises

    at a range

    of

    up

    to

    120

    kilometers.

    The

    noises

    a vessel

    generates

    are

    often unique to that vessel, and so by

    consulting

    an on-board

    l ibrary,

    the detecting vessel

    may be

    able to

    positively identify i t s

    target.

    As passive

    sonar

    does not radiate any energy, there is

    no

    way that a target

    will know that he

    has

    been detected; and there is no chance that

    the

    detecting

    vessel will give away i t s position.

    Passive sonar is

    greatly

    affected by the detecting vessels speed. Sonar

    efficiency begins to fa l lo f f above 12 knots, and is useless above 22 knots.

    Noise from

    the detecting

    vessels

    engines

    snd

    propellers

    will

    produce a

    blind

    zone directly aft

    of the

    vessel, eyen i f

    the

    engines are stopped. This means

    that

    sonar is completely inneffective

    in

    a 60

    degree

    are, centred directly

    astern. I t

    also

    means that any torpedo

    approaching

    from within this arc will

    be undetectable to in-hull

    sonar.

    a spec

    kind of passive sonar

    set , called a TOWED ARRAY

    This

    is a

    string

    of

    passive sonar detectors, which is streamed along behind the vessel,

    and may be

    in

    the order

    of

    560m

    long

    By

    virtue

    of

    the fact that the towed

    array

    . is distanced from

    the

    towing

    vessel, i t is unaffected by any noise that vessel is making.

    I t

    is therefore

    much more sensitive than an in-hull passive sonar, and lilly detect targets up

    to

    280

    kilometers

    away.

    HaYing a towed

    array s t

    will

    impose

    restr ict ions on

    the vessels

    l i ty

    0 5 mERHAI.

    LAYERS

    As will be seen from the previous

    section, noise

    sound waves) is

    both

    a

    friend

    and a enemy. These waves

    of

    sound can be affected by

    the

    varying

    conditions of the

    water through which

    i t

    passes. The

    waters of the

    Ocean are

    far

    from unifora and are not stat ic Currents produce bands of water which

    have different

    density,

    temperature and

    salinity

    and these differences

    co.bine

    to produce a IlIERMAL LAYER.

    0 5 1 A body

    of

    water at depths between either

    the

    surface and a thermal layer,

    between two

    thermal

    layers or between a

    thermal

    layer and the

    sea

    bed is known

    as

    a

    DUCT

    0.5.2 A thermal layer

    is able

    to

    reflect

    sound waves which come

    down

    to

    i t

    at an

    angle, so sending them back up. Similarly, sound wayes coa1ng up to a

    theraal

    layer will be

    reflected

    back down. Thus a Bub-arine in one duct,

    may reasin

    undetected,

    even though

    without the layer, i t

    would be easily

    detected.

    0.5.3 Exaaple

    of

    thermal

    layer

    and i t s

    effect.

    ...

    ..

    .

    -

    -

    -

    SURFACE

    Searching

    Submarine

    \

    \

    searching submarine

    {

    4

    -

    Transitter

    HERMAL

    LAYER

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    0.5.4

    0.5.5

    0.5.6

    0.5.7

    To make

    matters

    more

    complex, sound

    waves approaching the thermal layer

    at

    certain

    angles,

    will be allowed

    to

    pass through the

    thermal layer unaffected.

    This tends

    to

    be

    very

    unpredictable.

    ONVERGEN E ZONES

    Another curious effect the water

    can produce, i s

    the

    formation

    of Convergence

    Zones.

    When sound waves radiate downwards into very

    deep

    water, over 2000m),

    a

    combination

    of the

    water

    pressure and the

    thermal layers

    bend the beam more

    and more, unt i l i t

    i s

    directed up towards the surface again.

    This

    beam manages

    to

    pass through

    a l l thermal

    layers.

    When the now bent beam reaches the surface,

    i t

    is reflected back down

    again,

    to repeat the effect , though

    now

    with reduced power. The

    following

    diagram

    shows this effect .

    normal

    detection limit

    I

    I

    I

    I

    I

    I

    SURFACE

    THERMAL

    -

    AYER

    areas where detection

    is possible

    0.5.8 The result of this phenomenon i s

    to produce

    ring shaped areas around the

    vessel, between which sonar detection

    i s

    not possible.

    0.5.9

    To combine a l l

    these effects

    into a

    usable format,

    thermal layers are

    , represented

    as

    broken l ines on the Sonar Detection Chart see 6.2.3).

    0.5.10

    I t

    will

    be

    obvious

    therefore

    that

    vessels

    will

    have to

    constantly update

    thei r

    knowledge of the thermal layers and ducts around them.

    0.6

    0.6.1

    0.6.2

    As noise i s a fundemental component of submarine

    combat,

    i t i s important to

    understand how

    the game represents i t

    For game purposes,

    the

    magnitude of any

    noise

    i s

    represented as

    a percentage.

    0 thus

    represents

    total silence.

    100 thus

    represents .a maximum

    loudness.

    All noise percentages are cumulative.

    Thus a submarine doing a

    speed

    which

    produces 30

    noise, with one tube cap

    open (5 ),

    and

    retrieving a towed array

    at

    high

    speed

    (20 ), will be actually

    radiating

    55 noise.

    _ _ ~ ~ c . . . . . ...

    CQ

    LF

    SSN

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    0.7

    0.7.1

    0.7.2

    0.7.3

    0.7.4

    0.7.5

    0.7.6

    0.7.7

    0.7.8

    0.7.9

    0.7.10

    0.7.11

    0.7.12

    0.7.13

    0.7.14

    EXPLANATION

    OF

    TERMS

    SSN

    - Sub

    Surface

    vessel,

    Nuclear

    This

    refers to a nuclear powered attack submarine, whose

    primary

    task is

    to

    hunt,

    and ki l l other submarines.

    In

    Russia, i t i s ~ o w n

    as

    a

    PLA

    - Podvodnaya Lodka Atomnaya.

    SSBN - Sub Surface vessel,

    Ballistic,

    Nuclear.

    This refers to a nuclear powered Ballis t ic Missile

    submarine;

    one designed to

    launch

    ball ist ic

    missiles;

    ie. strategic weapons.

    The task of these submarines

    i s

    to

    remain

    hidden

    until

    needed.

    In

    Russia,

    i t is known as a PLARB - Podvodnaya Lodka Atomnaya Raketnaya

    Ballisticheskaya.

    SSGN - Sub

    Surface

    vessel, Guided, Nuclear.

    This. refers to a nuclear powered

    guided missile submarine.

    These

    are

    only

    operated by the Soviet Navy, and they seem to be angled

    against

    US aircraft

    carrier battle groups. They can

    launch

    salvoes of

    nuclear

    or

    conventionally

    armed cruise

    missiles

    from a submerged

    position.

    In Russian i t

    is

    known as a

    PLARK

    - Podvodnaya Lodka Atomnaya Krylataya.

    SCR M - This is the term given

    to

    the process where a nuclear reactor begins

    to

    overheat, and shuts

    i t se l f

    down,

    in order

    to prevent a

    catastrophic

    melt

    down.

    BATTLE-SHORT

    - This is the emergency over-ride a

    submarine

    . commander has, in

    order

    to

    stop

    the

    reactor

    scramming.

    I t is

    a

    dangerous

    step to

    take,

    as

    the

    reactor is

    moving to a cr i t ical state . As such, i t would only be used i f the

    tactical situation meant

    that

    i t would be even more dangerous

    to

    suffer a loss

    of power at

    that

    moment.

    PROBSUB - Sonar contact is probably a submarine.

    CERTSUB -

    Sonar

    contact

    i s

    certainly a submarine.

    MISSION

    IILL

    -

    Severe

    damage, resulting

    in the submarine being

    unable

    to

    continue i t s patrol.

    TRANSIENT - A

    man made

    noise. -

    TRANSITTER - A

    submarine

    passing

    through another submarines patrol area.

    MUTU L INTERFERENCE

    - Your

    last

    target was a friendly.

    SOSUS - Sonar

    surveillance system

    (laid on the sea bed).

    GIUI -

    Greenland-Iceland-United

    Kingdom Gap.

    n

    area

    of

    sea

    which

    acts as

    a

    bottle-neck for Soviet submarines entering the Atlantic from northern ports

    l ike Murmansk.

    TARGET

    RICH

    ENVIRONMENT - Overwhelming enemy

    forces.

    LYNX HAS.

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    1.1

    1.1.1

    1.1.2

    1.1.3

    rules

    operate

    using

    the following

    game

    scales

    and

    assumptions:-

    1

    Nautical Mile =

    2000

    yards

    =

    2

    Kilometers

    1

    Nautical Mile =

    3

    inches:

    1

    Kilometer = 1.5 inches.

    1

    Nautical Mile per

    Hour = 1 Knot

    1

    inch of la teral

    movement - 10

    knots

    1

    Game Turn =

    2

    minutes of real time

    1 Model

    or

    counter

    =

    1

    submarine, a i rc ra f t

    helicopter

    or

    1

    sonar

    contact.

    All

    ranges

    on .

    the table are measured

    from

    the centre of the counter or the

    model

    submarines' fin.

    1

    Nautical Mile actually equals

    6076ft 2025.

    3yds L8525Km.

    1 . 2 EQUIPMENT REQUIRED

    1.3

    1. 3.1

    1. 3.2

    1.

    3.3

    1.3.4

    n

    Imperial tape measure (inches).

    A number

    of

    counters

    (differing

    colours)

    for sonar

    contacts and

    torpedoes.

    A

    number

    of submarine models, preferably in 3000th scale or

    similar.

    A number

    of 3000th a i rc ra f t

    and

    helicopter models.

    1

    Protractor

    2 10

    sided dice.

    Sometimes these

    are used individually; but where

    a

    percentage

    dice

    is called for ( to generate

    numbers between 1 and

    100), rol l the

    two

    together. For this case, i t is preferable that the dice

    are

    of

    different

    colours,

    so that one may represent

    tens arid the other the units.

    1 20

    sided die

    1 6

    sided

    die

    Photocopies of the Sonar Detection Chart,

    and

    the

    Submarine Status

    Sheet.

    Permission

    is given

    to copy these charts

    for personal use only.

    UMPIRES

    I f

    an umpire

    i s available,

    then the game can be made more

    real i s t ic

    as

    contacts will

    only

    be announced by the umpire as

    they occur.

    With

    an umpire,

    each

    player

    will

    not

    move a

    submarine

    model,

    but

    will

    simply

    write his

    movement

    orders, calculate the noise

    levels

    generated and

    note

    the

    submarines' new

    position on his and the

    umpires'

    chart . .

    During this

    phase,

    each player must

    supply the

    umpire

    with

    the

    following

    information:-

    a) Submarines' position.

    b) Submarines' depth.

    c) Overall noise percentage, as well as

    a breakdown

    of the

    components of that overall level .

    d)

    Submarines' speed.

    e) Submarines' type.

    f )

    Torpedoes

    position,

    depth

    and

    speed.

    g)

    Whether

    torpedoes are wire guided; runn1ng

    what

    type of pattern;

    or

    are

    counter

    f ire .

    h)

    Whether

    torpedoes are using active or

    passive sonar.

    The umpire

    will then consult

    the Sonar

    Detection Chart for each possible

    contact .

    When contact

    occurs, he

    will notify

    the respective player(s) ,

    the information

    in 7.1.1 or 7.2.1.

    However

    the

    noise

    information can

    be

    presented in one of

    two

    ways:-

    a)

    The contacts

    total

    noise

    level can

    be

    given

    to the detect ing player.

    b)

    The

    percentages of a l l the

    component

    t ransients

    (noise

    level modifiers),

    which make up

    the total

    noise

    can

    be

    given.

    In th is

    case,

    the detecting player

    can

    build up a

    picture of

    what

    the

    target i s doing, in

    order

    to

    t ry

    to predict his actions. I t i s also

    possible

    for the target play

    .

    er to produce

    a

    noise level which i s the

    same

    magnitude

    as

    one

    of the

    noise

    level

    modifiers;

    ie .

    a certain

    turn

    may

    sound

    l ike a

    torpedo launch, etc. in

    order to

    fool

    his

    opponent.

    7

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    2.0

    yers must pe

    rm

    l l

    game

    functions according to

    the

    Sequence

    of

    Play.

    This

    regulates the

    order of

    all

    actions into

    several phases. Thus players

    carry

    out these actions

    in

    turn,

    as

    phases come

    up.

    Any actions not carried

    out

    in

    the previous phase must wait unti l the next

    game

    turn.

    2. 1 aJ1I1AND PHASE SEE 3.0)

    2.2

    2.2.1

    2.2.2

    2.2.3

    2.3

    2.3.1

    2.3.2

    2.3.3

    2.3.4

    2.3.5

    2.3.6

    2.3.7

    2.4

    2.4.1

    2.4.2

    2.4.3

    2.4.4

    2.4.5

    2.4.6

    2.4.7

    2.4.8

    2.4.9

    2.5

    2.6

    2.6.1

    2.6.2

    2.6.3

    2.6.4

    2.6.5

    2.6.6

    2.6.7

    2.7

    2.7.1

    2.7.2

    2.7.3

    2.7.4

    2.7.5

    MOVEMENT PHASE SEE 4.0)

    Mine

    Activation

    Subphase

    see

    4.7)

    Aircraft

    and Helicopter Sonobouy Deployment Subphase see

    4.8.9)

    Collision Subphase see 4.9)

    COfoI1UNICATION PHASE

    SEE

    5.0)

    E.S.M. Subphase see

    5.1)

    Radar Subphase see

    5.2)

    Visual Subphase

    see 5.3)

    E.L.F. Subphase see 5.4)

    V.L.F. Subphase see 5.5)

    L.F/H.F/V.H.F/U.H.F. Subphase see 5.6)

    Underwater Telephone Subphase see 5.7)

    SON R

    PHASE

    SEE

    6.0)

    Towed Array

    Passive

    Sonar Subphase see 6.5)

    In-Hull,

    Passive

    Sonar Subphase see 6.6)

    Active

    Sonar Subphase see 6.7)

    Passive Dunking Sonar Subphase see 6.8)

    Active

    Dunking Sonar Subphase see

    6.9)

    Passive Sonobouy Subphase see

    6.10)

    Active Sonobouy Subphase see 6.11)

    Fixed

    Surveillance

    System Subphase see 6.12)

    Magnetic

    Anomaly

    Detector

    Sub

    phase see

    6.13)

    TARGET MOTION

    ANALYSIS

    PHASE SEE 7 .0)

    WE PONS

    PHASE

    SEE

    8.0)

    -

    Pre-Launch Weapons Program Subphase

    see

    8.4)

    Tube

    Cap

    Subphase

    see 8.5)

    Standoff

    Weapons Launch Subphase

    see 8.6)

    Torpedo Launch Subphase see 8.7)

    Sensor Deployment Subphase see

    8.8)

    Post-Launch Weapons Program

    Sub

    phase see 8.9)

    Mobile

    Decoy

    Program Subphase see

    8.10)

    TT CK

    RESOLUTION

    PHASE SEE 9.0)

    Mobile Decoy Launch Subphase see 9.3)

    Mobile

    Decoy Resolution

    Subphase

    see

    9.4)

    Noisemaker Subphase see 9.5)

    Impact

    Resolution

    Subphase

    see

    9.6)

    Damage Resolution Subphase see 9.7)

    2.8 RECORD PHASE

    SEE

    10.0)

    Lockheed 5-3 VIKING

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    3.0 COMM ND

    PHASE

    In

    th i s

    phase,

    each

    player must determine

    exactly

    what maneouvres he requlres

    his unit(s) to perform in the NEXT

    Movement Phase.

    This system allows

    players

    to

    move

    simultaneously, and

    means

    that

    a players

    actions

    are based solely On information received

    las t turn.

    3.1

    Such

    orders

    will

    inlcude:-

    a) Acceleration

    b) Deceleration

    c)

    Turning

    d)

    Depth

    changes,

    due

    to

    ballast

    e) Depth

    changes,

    due to hydroplanes

    f)

    Whether .to

    switch

    on

    sensors, such

    as M.A.D.

    or

    radar

    g)

    Surfacing

    h)

    Diving

    i ) Preparing to

    launch

    bal l is t ic

    missiles

    3.2 These orders

    should

    be

    comprhensive

    and

    specific

    .

    4.0

    4.1

    4.4.1

    4.1.

    2

    4.2

    4.2.1

    4.2.2

    4.2.3

    MOVEMENT PHASE

    In th i s phase, units

    are

    moved

    in accordance

    with

    the

    Movement

    Orders

    issued

    in

    the

    Command

    Phase (3.0);

    up

    to the physical

    l imits

    of those orders as

    shown.

    Units

    include

    submarines,

    aircraf t ,

    helicopters,

    torpedoes,

    standoff

    weapons and

    mobile decoys.

    LATERAL

    MOVEMENT

    A

    uni t s current speed s said to

    be

    that a t which i t

    was

    t ravel l ing

    a t

    at the

    end

    of

    the previous

    Movement Phase. .

    Lateral

    movement

    i s determined by

    dividing

    the current speed by 10.

    The

    resul t

    is the

    number

    of inches the unit may

    be moved this

    turn. All l a tera l

    movement

    of vessels

    will create

    noise,

    the

    level of which will rise as the

    current

    speed r ises . A

    slow vessel is

    normally a quiet one. See Sonar Phase 6.0.

    SPEED

    CH NGES

    Aircraft

    and

    helicopters

    are c

    onsidered

    to be able to change speed at

    will ,

    and

    without

    penalty.

    However,

    aircraf t must t ravel above

    a minimum

    speed to

    stay

    airborne,

    and

    this

    can

    be

    taken

    as

    half

    of

    the Patrol

    Speed,

    though they

    may make 1 inch

    diameter circles.

    Due to

    range restr ict ions,

    assume that

    aircraf t and

    helicopters may not

    exceed thei r Patrol Speed.

    For submarines, the maximum

    change in

    speed possible

    (accelerat ion and

    decceleration),

    will

    depend

    on

    i t s type, and i t s top speed.

    The

    following

    table gives the

    maximum acceleration

    and decceleration as a

    percentage of the submarines top speed,

    or

    current speed.

    ACCEJ.ERATION

    or

    top

    current

    4.2.4

    The

    top

    speed

    of

    each

    class

    of

    submarine is

    glven

    ln

    the

    Submarine

    Specificat ion

    Charts

    (see 15.0).

    4.2.5 Note

    that

    the

    new speed is attained

    a t

    the end of the

    current Movement Phase.

    All actions

    up

    to the end

    of

    th i s

    Movement Phase

    are considered to

    have

    .

    occured

    a t

    the

    speed

    attained

    by

    the

    end of

    the LAST MOVEMENT PHASE.

    4.2.6

    A

    submarine may continue to accelerate as

    per

    4.2.3,

    unt i l

    i t reaches i t s top

    speed.

    I t may deccelerate as

    per

    4.2.3, unti l i t s

    present

    speed

    i s

    below 5

    knots,

    when i t

    may

    stop a t any

    time.

    4.2.7

    Crash

    Stop

    This

    will

    reduce the present speed

    by up

    to 30knots, but will produce 90

    noise level

    in doing

    -

    so.

    9

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    4.3

    TURNIN

    Turning

    a vessel ,

    will

    reduce

    the

    amount of la teral movement i t can

    t ravel ;

    i t

    will

    also

    generate a certain amount

    of

    noise.

    4.3.1 The maximum amount of turn that a submarine can make will depend on i t s

    current

    speed. This i s

    because the

    rudders need a

    flow of water

    over them, in

    order

    to produce a turning effect .

    4.3.2 A turn will result in: a) A reduction in la te ra l movement.

    b)

    An increase in radiated

    noise.

    4.3.3

    The

    table

    following

    shows:-

    a)

    The minimum required speed for any angle of turn.

    b) The loss

    of la te ra l

    movement

    caused by

    any angle of

    turn.

    c) The amount of noise

    generated

    by any angle of turn.

    4.3.4

    ~ o ~ m u m

    rent

    SPE

    duc t ion of La ra.l

    fib,

    lltage Noise

    Turn

    Required in

    Knots

    Movement

    in

    T

    .

    -

    1

    2

    0.2

    20

    2

    0.2

    6

    30

    2 0.2 8

    40

    0,

    50

    o.

    ,

    60 2

    0.2

    17

    3

    0.2

    20

    3

    0.2

    22

    90

    3

    0.3 25

    100

    3 0.3 28

    llO

    3

    0.3

    31

    120

    3

    0.3

    34

    130

    < o.

    Q

    0

    0

    ,

    -

    2

    1-40

    1 - , 0

    I -

    1-80

    00

    120

    l

    14 0

    I /1.O

    1 /80

    1 1.00

    r-

    l

    , - 2 ,

    o

    3

    >

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    6.3

    6.3.1

    6.3.2

    6.3.3

    6.3.4

    6.3.5

    6.3.6

    6.3.7

    6.3.8

    6.3.9

    6.3.10

    ACOUSITIC MASKING

    I t

    is

    possible

    for

    a submarine to hide from

    passive

    sonar detect ion

    in

    an

    area of high ambient noise;

    so

    long as any noise

    i t

    produces is less

    than

    the

    surrounding ambient noise level.

    I f a submarine i s stationary in an area of high ambient noise,

    such as

    under

    the Marginal

    Ice

    Zone with lowered towed

    array

    so that

    i t

    gets best detect ion

    range, i t will be able to detect and at tack any target

    t ransi t t ing

    i t s patrol

    area, without

    any fear of being detected

    i t se l f

    (unless the

    target uses active

    sonar) .

    If

    a

    submarine

    t r ies

    to

    hide

    up

    against

    the

    ice in

    this

    way

    there

    i s

    a

    chance

    of

    coll-ision

    with the

    ice,

    the procedure for which is as for case

    i below.

    The r isk of coll ision may be

    negated

    by

    the use of active sonar

    mapping, but

    then there is the r isk of detection.

    Another way to hide acoustically i s to hold a posit ion

    so

    close to another

    vessel

    that their combined sound signature appears as one to another, tracking

    vessel , ( ie . one

    not in close

    proximity).

    This third vessel will hear

    the

    SUM

    TOTAL

    of the noise coming from both the other two

    vessels.

    The problem with

    th i s

    method

    is that

    the two vessels must come within

    half

    a

    kilometer and 4 m of depth of each other;

    this

    i s a potential col l is ion

    distance. They must also be in the same

    duct.

    Because the

    approach of

    the

    two

    vessels

    is deliberate,

    the

    r isk of coll ision

    will be

    lower

    than normal.

    There are two

    circumstances

    where vessels will merge

    thei r

    sound

    emmissions:-

    i A submarine trying to merge with a vessel ,

    without that

    vessels

    knowledge.

    i i Two

    submarines determined

    to merge.

    In case

    i

    above,

    the

    procedure for the maneouvre is as follows:-

    a)

    Only the

    submarine

    making the approach will accept

    the

    r isk of damage

    i f

    i t goes wrong.

    b)

    c)

    d

    e)

    Allow the

    submarine

    to make the approach; assuming i t i s not detected.

    The approaching player rolls a

    D20

    On a result of 4 or less , a col l is ion

    has occured.

    Treat

    th i s

    as

    for

    normal col l is ion rules

    (4.9), except

    that the damage

    only applies to the approaching submarine, and not the other

    vessel .

    f)

    The

    other

    vessel

    will know

    that

    a

    coll ision

    has taken

    place.

    In case i i above, the procedure i s as follows:-

    a)

    Allow the submarines

    to

    approach,

    b) Both submarines operators throw a D20.

    c) A

    resul t of or

    2 on either side

    resul ts

    a coll ision .

    1n

    d) Both submarines

    will suffer

    damage as

    per

    coll ision rules

    (4.9).

    Once a submarine is acoustically

    hidden,

    i t

    may

    e fai r ly easy for a searching

    passive

    sonar

    to

    detect the combined

    sound

    signature, but

    very diff icul t to

    seperate the two, or even t e l l

    that

    there

    are in

    fact, two targets.

    In

    order for a passive

    sonar

    to be able to seperate the sound signatures i t

    must be able to

    detect

    a noise

    level equal

    to the DIFFERENCE

    in

    noise levels

    generated by the two vessels.

    The procedure for

    passive

    sonar

    attempting to seperate

    two merged vessels is

    as fol lows:-

    a)

    Subtract the noise

    level

    -generated by one of the vessels from

    that

    generated by the other.

    b) Assuming that

    the

    combined signature i s within range, then the difference

    in noise levels, or less, must be

    rolled

    on percentage dice, in order for

    the searching passive sonar to t e l l that there are, in

    fact

    two vessels.

    c)

    I f

    the rol l is

    unsuccessful,

    then only an overall

    noise

    level will be

    detected, and no identification

    of

    submarine

    type will

    be possible.

    Active

    sonar

    will

    always

    be

    able

    to distinguish

    the

    two

    vessels.

    OSC R

    1/11

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    NOTES ON

    TOWED

    ARRAYS

    A towed array passive

    sonar i s streamed astern

    on a cable which

    i s in

    the

    order of s60m

    long

    .

    . 1 A streamed towed array puts rest r ict ions on

    the

    submarines maneouvrability,

    and a minimum

    current

    speed of 4 knots i s required to keep i t

    streamed at

    the

    same depth

    as the

    submarine .

    . 2 At a current speed

    of

    22

    knots

    or

    more,

    the

    streamed towed array will produce

    20 noise .

    . 3 During a Movement Phase involving a turn of more

    than

    10 degrees, or a change

    in

    depth

    of

    more

    than

    sOm;

    AND

    for the

    2

    minutes

    1

    turn),

    af ter

    the

    maneouvre;

    the

    Towed

    Array will be inoperable, as i t

    will

    need to se t t le down.

    I f the submarine performs a minimum

    turning circle

    then

    the

    towed array i s

    lost

    .

    . 4

    I t

    takes 14

    minutes

    to deploy or re tr ieve a towed array

    a t

    slow winch speed,

    this only adds 1 noise. I f i t i s retrieved

    at

    a high winch speed then th is

    only

    takes

    2 minutes but produces a

    20

    noise level .

    . 5 A submarine may jet t ison a towed array

    at

    any time .

    . 6

    Some

    submarines

    only

    have a

    clip-on

    towed array. This must be attached

    externally,

    with outside

    assistance,

    (from the dockyard). I t cannot be

    retreived

    once

    deployed but

    may be

    jettisoned

    . 7 A stationary submarine

    may lower i t s

    towed

    array

    down, to l i s ten

    in

    ducts

    below

    i t s

    present

    depth.,

    or below

    i t s

    maximum

    safe diving depth.

    In th is way a submarine will have

    the benefit of

    maximum

    range

    on i t s in-hull

    passive sonar in i t s

    own

    duct, as well as

    maximum

    range

    on

    i t s

    towed

    array

    in

    a lower duct.

    .8

    Assume

    that

    a l l towed

    arrays

    are s60m

    long.

    At a deployment

    ra te of

    40m/min,

    the time taken

    to

    reach

    a

    depth

    below the submarine

    can

    be

    calculated.

    . 1

    The sensing element of the tow i s 60m

    long.

    After

    lowering,

    the

    now vert ica l

    towed

    array

    will s t i l l require 2 minutes to se t t le down.

    TOWED ARRAY P SSIVE SONAR SUBPHASE

    Vessels with an operable, deployed

    towed array,

    passive sonar will attempt

    to

    detect

    targets

    as fol10ws:-

    a) Check the present

    depth

    of the searching sonar.

    b)

    Find the

    sonar s

    efficiency at the

    current speed

    (see

    6.1).

    c)

    Plot

    the searching sonars depth

    on

    the

    le f t

    hand

    edge

    of the

    Sonar

    Detection

    Chart

    (6.2.11).

    d) Check the range and depth of the potential ta rget .

    e) Plot the potential target, using

    the range

    and depth scales.

    f)

    Check to see

    i f

    the

    potential target

    is within the detection range of the

    sonar

    in

    use, at i t s present efficiency.

    g) I f the potential target is

    in

    the same duct as the searching sonar; or i f

    there are no thermal layers; and i f the potential target is

    in

    range; then

    there i s a

    possibility

    of detect ion.

    h)

    I f the potential target i s in a different duct, then there i s only a

    possibility

    of detection

    i f

    a st raight l ine can be traced, on the Sonar

    Detection Chart

    (6.2.6),

    from

    the searching

    sonar to

    the

    potential target,

    without touching one of the solid l ines

    representing

    the thermal layer.

    i

    In

    other words,

    the l ine from the searching sonar to the potential ta rget

    must go

    through

    one

    of the

    gaps

    in

    the

    thermal

    layer,

    in order for

    there to

    be a possibility of detect ion.

    j I f such a l ine can be traced, sum up

    al l

    the noise

    percentage

    factors that

    the

    potential target has

    produced since the Sonar Phase of the las t game

    turn.

    k) These factors will include:-

    Noise

    produced by any weapon

    launches last

    game turn.

    Noise produced by the targets current speed.

    Noise produced by

    any

    maneouvring or

    ballasting

    by the

    ta rget .

    Noise produced by any

    other

    noise factors.

    1) The searching player now

    rolls

    the

    percentage

    dice. A rol l equal to

    the sum

    of these

    factors,

    or

    less, means the searching

    sonar

    has detected, and i s

    tracking the

    target.

    The f i r s t piece of the T.M.A.

    i s

    obtained, and there

    will now

    be

    an

    Effective

    Noise

    Modifier

    for

    subsequent

    acquisit ion

    attempts

    (see

    7.0).

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    6.6 IN-HULL PASSIVE SON R SUBPHASE

    6.6.1

    6.7

    6.7.1

    67.2

    6.7.3

    6.7.4

    6.7.5

    6.7.6

    6.7.7

    6.7.8

    6.7.9

    6.7.10

    6.7.11

    6.8

    6.8.1

    6.8.2

    Vessels

    and

    torpedoes with

    operable in-hul l , passive

    sonar will attempt

    to

    detect

    vessels.

    This subphase

    is carried out

    in

    the same manner as the Towed Array, Passiv e

    Sonar Subphase previous. The only difference i s that the detect ion ranges will

    be

    reduced. Remember that

    sonars

    do not

    operate

    behind

    the

    searching vessel

    (see

    0.3.5) .

    oes

    with

    an

    operable

    active

    sonar

    may

    i f

    ordered, attempt

    to

    targets .

    Active

    sonar is capable of

    penetrating

    thernial layers

    to

    s

    ome

    extent. Th e beam

    loses one

    third

    of

    i t s

    power ie . range), each time i t passes through a

    lay

    e r .

    That

    is ,

    af ter passing through a

    layer, one

    third of the

    REMAINING range

    i s

    lost .

    I f

    there is sufficient range to carry

    i t

    to another

    layer,

    then af ter

    passing through th i s one,

    one

    third of the then remaining range will be

    lost .

    Active sonar may

    pass

    through gaps in the

    thermal layers without loss.

    A submarine cannot use active sonar i f i t s present

    current

    speed i s abov e 25

    knots.

    Active

    sonar

    will be detected a t twice the range to which i t is being beamed;

    whatever

    the speed of the detec t ing unit. I t i s possible

    to

    vary the power of

    the beam

    so

    that i t

    only

    t ravels a

    required

    distance, up to the maximum of 60

    kilometers.

    ANECHOIC

    TILES

    Some

    submarines are coated with

    Anechoic

    Tiles. These are made of rubber, and

    absorb active sonar

    transmissions,

    reducing the

    return echo

    of

    an

    act i ve s onar

    transmission by 50 .

    This means that a submarine

    using

    i t s active sonar . at 100 power would

    radiate

    sound waves a ful l 60

    kilometers; these

    would str ike a t i l e -coated

    submarine

    a t

    that 60 kilometer

    range

    but

    the

    t i l es would absorb half of

    th

    e

    sound waves,

    so

    the return echo would only t ravel 30 kilometers back towards

    the searching

    submarine. This

    means the

    target

    submarine would remain

    undetected, although

    i t

    would detect the

    presence

    of a searching submarine,

    and

    would

    gain

    a x3

    Noise

    Multiplier , and bearing.

    Effectively,

    anechoic

    t i l es

    halve

    the

    activ

    e

    sonar

    detection

    range, whil

    e

    doubling

    the distance a t

    which i t can be heard.

    Active sonar cannot be

    used

    to detec t torpedoes.

    Active

    sonar may be used

    to

    map

    the sea bed,

    or

    overhead

    i ce. I t may

    also

    be

    used to detect mines. In both cases, i t s effective range is 2

    kilometers.

    I t

    i s

    possible to avoid detection

    by

    active sonar, by hiding i n the s ona r

    shadow

    cast

    by the

    sea

    bed features (such as

    underwater

    hi l l s e tc . ) , and

    also the shadows cast

    by

    downward protrusions from

    overhead

    ice.

    Active

    Sonar Search Procedure

    a) Check the present

    depth

    of the searching sonar.

    b) Plot

    the

    searching sonars depth on

    the

    le f t hand edge of the Sonar

    Detection Chart.

    c)

    Plot the

    range

    and

    depth

    of

    the

    potential target .

    d) Check

    that

    the potential

    target i s

    within

    act ive sonar rang

    e taking

    into

    account any layers passed

    through.

    e) f the

    potential

    target is

    within

    range, then i t will

    automatically

    be

    detected, whatever

    noise level i t

    i s

    producing.

    f)

    On the

    chart,

    plot out

    twice

    the prevail ing

    detection range

    to see i f any

    other unit has heard the

    radiating

    active sonar

    waves.

    PASSIVE

    DUNKING

    SONAR SUPHASE

    Helicopters with an operable, deployed, dunking sonar may attempt to detect

    targets, using

    the passive

    mode.

    Anti-submarine

    helicopters

    are

    normally

    f i t ted

    with

    a

    dunking sonar

    which

    can

    be used in ei ther a passive or active mode.

    The

    helicopter

    hovers

    above

    the

    surface

    and

    lowers

    the sonar

    down

    to the

    required

    depth. This is done in

    the

    Sensor Deployment

    Subphase

    (2.6.5).

    27

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    6.8.3

    6.9

    6.9.1

    6.10

    The

    sonar

    works

    in

    the passive mode

    jus t

    as for an

    in-hull sonar

    or towed

    array (see

    6.5). The maximum detect ion range in th is mode i s 8 kilometers.

    ACTIVE DUNKING

    SONAR SUBPHASE

    Helicopters

    with

    an

    operable,

    deployed

    dunking sonar may attempt to detect

    targets

    in the active mode.

    The operation of

    the sonar i s

    as for

    6.8,

    and the procedure

    for

    detect ion

    is

    as for in-hull active

    sonar

    (see 6.7) . The maximum

    range

    i s 3 kilometers.

    PASSIVE SONOBOUY SUBPHASE

    Passive

    sonobouys will

    attempt

    to detect targets.

    6.10.1

    6.10.2

    Sonobouys are carried

    by

    ai rcraf t and helicopters. For the amount

    carried,

    see

    Aircraft Data

    Section 13.0. They

    are

    dropped in

    the

    Movement

    Phase (see

    4.8).

    Passive

    sonobouys

    work in the same manner as a passive in-hull or towed array

    sonar

    (see 6.5). .

    6.10.3

    Sonobouys have a passive detection

    range

    up to 20

    kilometers.

    The bouy stays

    on

    the

    surface, with an aerial , and lowers a sensor

    to

    i t s

    preset depth

    maximum 150m). This depth must be

    set

    during

    the

    Command Phase. The sonar

    then

    works

    as

    in 6.5.

    6.11

    6.11.1

    6. 2

    6.12.1

    6.12.2

    ACTIVE

    SONOBOUY

    SUBPHASE

    The sonobouy

    is

    deployed

    as in 6.10

    above,

    and

    acts

    in

    the

    same manner

    as 1n

    hull active sonars (see

    6.7).

    Active

    sonobouys have

    a maximum

    detection

    range of 2

    kilometers.

    FIXED

    SURVEILLANCE

    SYSTEM

    SUBPHASE

    Fixed surveil lance systems will now attempt to detect targets.

    In

    certain areas,

    where i t

    i s probable that

    submarines may be funnelled, the

    U.S and

    the

    U.S.S.R have laid fixed, passive sonars on the

    sea

    bed.

    One such

    system

    is

    the SOSUS

    l ine in the GIUK gap.

    These sYstems may be placed no more than 500 kilometers from a continental

    shelf or on a

    continental

    shelf .

    They

    may act

    the same as for in-hull , passive sonars,

    but are

    not

    so accurate

    as they can

    only place

    a submarine within a 100 kilometer ci rc le and i t

    is

    not

    capable of

    identifying

    the

    submarine

    type.

    6.12.3

    6.

    3

    The

    information

    is passed

    in rea l

    time

    ( ie. immediately),

    via a cable to a

    ground station.

    MAGNETIC NOM LY DETECTION

    SUBPHASE

    Aircraft

    and helicopters

    with

    an operable M.A.D.

    device

    will attempt to detect

    targets.

    6.13.1

    Although a Magnetic Anomaly Detector (M.A.D.)

    device i s

    not a sonar, i t can

    detect submerged submarines, and

    so

    i t has been f i t ted in

    here for

    simplicity.

    6.13.2

    M.A.D.

    devices are carried

    by

    Anti-Submarine

    Warfare

    (A.S.W.)

    aircraf t and

    helicopters,

    usually in a

    boom at

    the t a i l . Most

    submarines are

    made

    of

    s teel , which i s a potentially

    magnetic

    substance, and therefore such a

    large

    steel object .will distort the

    l ines

    of the Earths magnetic

    f ie ld.

    6.13.3

    A

    N.A.D

    device

    is

    able

    to

    detect

    minute

    variations in

    the Earths

    magnetic

    field, and

    so

    is able to

    detect

    the presence of a submarine down to a depth of

    300m.

    6.13.4 The ai rcraf t or helicopter must be within 1 kilometer (1.5 inches), of

    the

    submarine,

    and

    a t

    a

    height

    of no more than 200m. I f i t has been

    ordered

    to

    switch on i t s M.A.D. during the Command Phase, then contact will be made

    i f

    the

    machines

    path crosses that made by the submarine this game turn, i t need

    not end up over the submarine.

    6.13.5 The information gained by a M.A.D.

    contact

    will be the

    point a t

    which

    the

    paths of the machine and the submarine crossed.

    No

    depth or

    type

    information

    i s

    possible.

    6.13.6 Some submarines

    have

    hulls made of

    titanium,

    which i s non-magnetic. The M.A.D.

    device may

    only detect these

    submarines down

    to

    a depth of 150m.

    28

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    6.14

    (It,

    SONAR DETECTION EXAMPLE

    A Western submarine, a t a

    depth

    of 260m, is

    conducting

    a sonar search. There

    is

    a thermal

    layer a t

    320m.

    t

    has

    6 potential contacts;-

    1) RANGE

    is

    262

    Kin

    DEPTII

    is

    80m.

    The target

    is in the searching submarines

    duct. Western towed

    arrays

    have

    a

    maximum

    range of 280 Km so

    this

    target has a possibili ty of

    detection by

    towed

    array;

    i t is too distant for in-hull sonar.

    2

    RANGE

    is

    204

    Kin

    DEPTH

    is

    340m.

    This

    target

    is

    in a different duct, but

    there is

    a direct l ine through the

    layer

    to

    the

    target

    (check with a rule) .

    This

    means the target

    could

    be

    detected

    by

    towed array,

    but

    is too

    distant

    for in-hull sonar.

    3 RANGE

    is

    200

    Kin

    DEPIH

    is

    600m.

    This target

    is

    impossible to

    detect a t the moment. There is no

    direct line

    through the

    layer,

    and i t

    is

    too far

    for

    active

    sonar.

    t would be possible

    for

    the towed array to be lowered below the layer; the target would then be

    detectable.

    4) RANGE

    is

    98 Km DEPTH

    is

    340m.

    5)

    This

    target

    is detectable

    to

    both towed array and in-hull passive sonars,

    as

    there

    is a break in the layer.

    s

    target

    is

    not

    tecta

    e

    as there

    is

    no

    break

    in

    the

    layer.

    6) RANGE

    is

    SO Km DEPTH is 60m.

    This

    target will be

    detectable

    to towed array, in

    hull

    passive, and, i f the

    searching

    submarine

    chooses, active

    sonar.

    Remember, for each chance of detection, percentage dice are rolled. A result

    equal to or less than

    the radiated noise

    from the target,

    results

    in

    detection

    .

    II

    ~ ~ N D J

    /

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    7.0

    7.0.1

    7.0.2

    7.0.3

    7.0.4

    and

    updates i t s

    Phases.

    . with information gained

    in the

    Communications

    I t

    is

    not normally possible for a vessel to launch a weapon a t a target, as

    soon

    as i t is

    f i rs t

    detected. The

    attacking vessel

    must gradually build up an

    overall

    picture

    of what

    the

    target i s dOing and

    may

    be about to do. This

    picture

    is

    called the

    Target Motion Analysis

    (T.M.A.).

    In

    order to build

    up

    the T.M.A. the

    attacking

    vessel must

    detect

    the target

    and keep

    i t

    detected ,

    for

    a number

    of consecutive game

    turns.

    Once a

    sonar

    has

    detected

    a sound

    source,

    then

    i t will

    be

    easier

    to

    re -

    detect

    i t in

    the next game turn.

    In

    fact, the longer

    the

    source i s tracked,

    then the

    easier i t i s

    to

    retain. This

    is

    because the sonar

    operator i s now

    looking for a

    particular

    sound in a

    particular

    direction.

    In order

    to simulate

    this

    phenomenon

    the game art i f ic ial ly amplifies the

    noise coming from the target . The

    longer

    the target is tracked successfully,

    the

    more the noise i s effectively

    amplified,

    thus making i t easier to reta i

    n.

    In order

    to in i t ia l ly

    acquir

    e

    the

    target ,

    then only the actual

    noise

    level

    coming from the target is

    used.

    Thus EFFECTIVE NOISE GENERATED

    (EN ) ACTUAL NOISE

    X 1

    ie .

    there is an effective Noise Modifier (ENM) of xl.

    I f

    the

    f i rs t

    turns

    search

    was

    successful,

    then

    on

    the

    second

    turn of

    attempted

    contact, there

    is

    an NM of x 3.

    I f the

    second

    turns search was

    successful, then

    on the third turn of attempted

    contact, there

    is

    an NM

    of x

    6.

    I f

    the third

    turns search

    was

    successful,

    then

    on

    the

    fourth turn of

    attempted

    contact. there is

    an

    NM of x

    9.

    I f f or any reason contact i s lost , then the Effective Noise

    Multiplier

    i s

    reduced

    by one level; ie. from 9 to 6;

    or

    from 6 to 3, for each turn

    of

    failed

    contact.

    If

    the NM was x 3, then th is

    is

    reduced to x 1.5, for one game turn.

    Aft e r th is

    the NM

    i s x 1, unti l

    contact

    is

    regained.

    7.1 Building Up the T.M.A.

    7.1.1

    7.1.

    2

    The information to build

    up the

    T.M.A. comes

    in the

    following order:-

    1st

    Turn of

    Contact

    -

    2nd Turn

    of

    Contact

    -

    3rd Turn of

    Contact

    -

    4th Turn

    of Contact

    -

    Bearing

    from which

    noise

    i s coming from.

    Overall percentage noise

    being

    generated.

    Whether

    target

    is

    probably

    a submarine (PROBSUB),

    torpedo.

    Bearing from which noise

    is now

    coming.

    Overall noise

    percentage now

    being generated.

    Whether

    target

    i s certainly a submari ne

    (CERTSUB).

    Current

    speed of

    target .

    Bearing from which noise i s

    now

    com1ng.

    Overall noise percentage

    being

    generated.

    Whether

    the target

    i s certainly a submarine.

    Current speed

    of

    target.

    Current

    range to target .

    Bearing from which noise is now coming.

    Overall noise percentage now being generated.

    Type of submarine or torpedo.

    Current

    speed

    of target.

    Current

    range to target.

    Current

    depth of

    target .

    This i s

    now a ful l Target Motion Analysis.

    If ,

    for

    any

    reason,

    the

    attacking vessel loses contact

    with

    the

    target

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    7.1.3

    7.1.4

    7.2

    7.2.1

    7.2.2

    7.2.3

    usually

    by not

    throwing

    the

    required percentage),

    then

    the

    T.M.A.

    is

    degraded.

    If

    contact

    is lost after

    1,2

    or

    3 consecutive turns

    of

    successful

    contact,

    then

    the

    whole T.M.A.

    i s lost .

    This means that when

    contact is

    regained,

    the

    T.M.A.

    will

    be

    a t

    level

    1.

    I f the

    contact

    is lost

    after

    having

    had a l l 4 levels

    of the

    T.M.A. built up

    then

    2 levels

    will

    be lost

    for each game turn

    out

    of contact,

    providing

    the

    target has not turned

    or

    changed depth in any

    way this

    will

    normally only

    occur

    i f the target is

    unaware

    i t is being

    tracked).

    Two Vessel

    or Sonobouy

    Attack:

    i f

    two

    vessels are

    in

    direct

    communication

    with

    each

    other,

    and

    both are

    independently tracking

    the

    same target, then

    i t i s

    possible to

    build

    up

    the

    T.M.A.

    faster. This is because the

    two

    vessels

    can

    trangulate to obtain the

    range component without

    having

    to

    wait for

    sonar to do i t

    1st.

    Turn

    of Contact

    -

    Bearing

    from which

    noise is

    coming.

    Overall

    noise

    percentage being generated.

    Whether

    Prosub or

    torpedo.

    2nd. Turn

    of

    Contact -

    Bearing

    from which

    noise is now

    coming.

    Overall noise percentage

    now

    being generated.

    Whether

    Certsub.

    Current speed

    of target.

    Current range to target.

    3rd. Turn

    of Contact

    -

    Bearing

    from which

    noise is now

    coming.

    Overall noise

    percentage

    now being generated.

    Type of

    submarine

    or torpedo.

    Current speed of target.

    Current

    range

    to target.

    Current

    depth of target.

    In

    this

    case, the

    whole T.M.A. will be lost only

    i f both attacking submarines

    lose contact

    with

    the

    target,

    then treat as for

    7.1.3

    or

    7.1.4.

    The above

    sequence

    of building up the T.M.A. is

    always

    the case when more than

    one sonobouy

    is tracking the

    target.

    7.3 umber of

    T.M.A.

    Targets

    A unit

    is

    capable

    of keeping

    a T.M.A. on up

    to 6_ targets at

    one

    time.

    Thus

    i t

    can

    be seen

    that i t may

    take up to 4 consecutive

    game turns of successful

    contact,

    in

    order to

    be

    able to

    launch a weapon.

    RUBIS SS

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    8.0

    8.0.1

    8.0.2

    8.0.3

    8.0.4

    8.1

    8.1.1

    8.1.

    2

    8.1.3

    8.1.4

    8.1. 5

    8.1.

    8.1.

    7

    8.1.8

    8.1. 9

    8.2

    . 2 .1

    8.2.2

    8.2.3

    8.2.4

    8.2.5

    WEAPONS PHASE

    Here,

    both

    sides may launch or release weapons and sensors

    in

    order to :

    a)

    Conduct an

    attack.

    b) Defend against incoming weapons.

    c)

    Bring

    new sensors

    into

    play,

    for

    bet ter

    detection.

    The major weapon in submarine warfare i s the torpedo. Modern torpedos are a

    far cry from the relatively

    primitive,

    free running torpedoes of the Second

    World War. .

    Todays

    torpedoes are,

    in fact highly sophisticated

    guided

    missiles, capable of

    being

    steered

    by

    the parent

    vessel, or

    of conducting

    thei r

    own

    search

    and

    attack.

    Torpedoes have no towed array.

    Note that

    submarines s i t t ing

    on the sea bed, or are 1n or

    against

    ice , cannot

    launch torpedoes.

    WIRE

    GUIDANCE

    Torpedoes

    launched by

    vessels

    may be guided by

    the parent vessel for

    a t least

    part of

    thei r

    run,

    via a wire

    between

    the

    torpedo

    and the vessel. The

    wire

    will ca r rya l l information from the torpedo

    as

    well

    as

    instruct ions from the

    controll ing vessel.

    Controlling

    a torpedo

    puts

    certain restr ict ions on the

    maneouvresthat the

    submarine

    may

    perform:-

    a)

    The

    current

    speed

    i s

    res t r ic ted

    to

    a

    maximum

    of

    25

    knots.

    b) Acceleration and decceleration are l imited to 15 of the current

    speed.

    c) The maximum amount of turn in a Movement Phase is 45 degrees.

    d) The

    maximum

    depth

    change

    in a Movement Phase i s 100m.

    I f

    any

    of

    these maneouvres are exceeded

    while guiding

    a

    torpedo,

    then

    the

    con to 1 wire

    will

    be severed.

    If

    the torpedo has not

    been programmed when

    the

    wire i s

    cut,

    then

    i t

    will shut

    down and

    may

    be removed from play.

    Wire guidance

    may

    be

    used

    up to the

    maximum

    distance,

    as

    l is ted for that type

    of

    torpedo see 14.0).

    While under wire guidance, a torpedo may make

    as many attempts to

    acquire a

    target , as i t

    is brought into

    possible detect ion range, before

    losing power

    af ter covering i t s

    maximum distance a t

    that

    speed sett ing.

    A

    maximum

    of

    two

    torpedoes

    can

    be

    wire

    guided

    Simultaneously

    and

    a

    maximum

    of

    two

    targets can

    be attacked

    a t

    the same

    time.

    Once a wire

    guided

    torpedo comes into

    detection

    range of

    the target , i t

    may be

    le t

    loose

    to

    attack

    the target on

    i t s

    own.

    This i s

    known as an autonomous

    attack.

    In maneouvring, the torpedo will act largely

    as

    a submarine. For turning and

    changing depth

    refer

    to the

    Turning Table 4.3.4)

    and

    the

    Depth Change By Use

    of Hydroplanes Table 4.5.6). The

    lateral

    movement

    los t

    will be exactly

    as

    for

    submarines, but reduce a l l noise levels produced,

    by

    75 .

    Torpedoes cannot be

    launched at

    below

    350m

    depth.

    TORPEDO

    SONAR

    Torpedo

    mounted pass ive sonar has a

    maximum detect ion

    range of 3 kilometers,

    i n

    the duct

    that

    the

    torpedo

    i s

    in.

    I ts

    passive sonar

    may

    only

    be

    used

    while

    i t is t ravel l ing at OW SPEED.

    Torpedo mounted passive

    sonar has

    no penetration of thermal layers, and

    not

    even

    the

    gaps on the

    Sonar

    Detection Chart.

    Torpedo mounted active

    sonar

    has a detect ion range of 3 kilometers

    in

    i t s own

    duct, and also

    in

    the ducts

    immediately

    above and below i t . The active

    sonar

    will

    be heard

    at

    a range of 6

    kilometers

    in ALL ducts.

    A torpedo may use

    i t s

    active sonar

    a t

    any speed.

    When a

    vessel

    is

    detected

    by the

    passive

    sonar of a torpedo, the torpedo will

    automatically switch to active sonar in order to acquire the target , unless i t

    has been

    instructed

    not to do so.

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    8.3

    8.3.1

    8.3.2

    8.3.3

    8.4

    8.4.1

    8.4.2

    8.4.3

    8.4.4

    8.4.5

    8.4.6

    8.4.7

    8.4.8

    8.4.9

    8.4.10

    8.5

    8.5.1

    8.5.2

    B.S.3

    TORPEDO LOADING

    I t

    requires

    8

    minutes

    (4

    game

    turns) to re-load

    a

    torpedo

    tube.

    I t

    would

    also

    take this long to empty a

    torpedo

    tube.

    Due

    to space

    restricL

    iOlls, on I y

    Olll'

    torpedo tube may

    be

    re-loaded per submarine

    a t

    anyone time.

    Submarines l i s ted as

    capable of ' rapid

    re-load' ,

    will only

    require 4 minllt"s

    (2

    game

    turns)

    to re-10ad a tube.

    tube may not

    be

    re-loaded

    whilst

    the

    las t

    torpedo launched

    from

    i l is

    sl

    i I I

    being

    wire guided.

    PRE LAUNCH WEAPONS PROGRAM SUBPIIASE

    Any

    weapon

    which i s not wire guided,

    must be programmed

    before launch.

    Wt lIpons

    which

    are wire

    guided

    may

    be progralllliled

    a t

    any time during t he lorpl'dol's

    "LIIl,

    usually

    when i t is near i t s target .

    There are two types of torpedo search pat tern:-

    a)

    Slow speed; passive.

    b) Hi gh speed; active.

    When

    a

    torpedo i s run a t

    slow

    speed (see 14.0) :

    I t

    will

    use

    passive sonar.

    The

    detection area will

    be a

    circle

    of 7

    kilomet

    e

    rs diamcLcr.(Lh(,re IS 11

    need to move

    the torpedo

    around

    i t s circle, jus t

    move i L forward

    al i Is

    slow speed;

    the detection

    are

    .a

    will

    be a ci rc l e

    7 ki

    I.ometers a round

    i I ) .

    The to tal

    running time i s

    4

    minutes. This may

    be 4 minutes a t

    a

    sing/(' depth

    or 2 minutes

    a t

    each of 2 different depths.

    When a

    torpedo i s run a t

    high

    speed

    (see 14.0) :

    I t

    will use i t s active sonar.

    The detection area this time wi l l be a ci rc le of

    10

    ki

    lom

    e t e rs d

    jam "

    PT .

    The

    to tal running time will

    be

    2 minutes,

    a l l

    at th

    e same

    depth.

    The active sonar waves will be heard 3 kilometers outside the search areil, 1 ( .

    13

    ki

    lometers

    from the

    torpedo.

    The information needed to be programmed into the

    torpedo

    is : -

    a)

    Distance

    and

    bearing to

    run

    straight out before star t ing

    Lhl s

    ('ar

    c h

    pattern.

    b)

    Runout

    speed.

    c) Type

    of

    search

    pattern.

    d)

    Depth a t

    which

    to star t the search pattern.

    e)

    Whether

    to

    change

    depth during the search

    i f

    sJow/passjve),

    and

    if

    so

    what i s the new depth.

    f) Whether

    to use sonar

    on

    the runout,

    and

    i f

    s

    o,

    when to star t , >lnd

    what

    type.

    Remember,

    if the guidance wires are cut before the

    torpedo

    is

    programme

    d, then

    the torpedo will

    shut down.

    PROGRAMMING STANDOFF WEAPONS

    The

    informatioon

    needed to be programmed into a standoff weapon 1 S : -

    a)

    Distance

    and

    bearing to fly out.

    b) I f the payload i s a torpedo: Type of search pattern.

    Depth a t which

    to star t search p>lttcrn.

    Whether

    to

    change

    depth,

    i f

    so

    new

    depth.

    c) f payload is a nuclear

    depth

    bomb,

    at

    what depth i t i s to

    explode

    .

    If

    the standoff weapon

    i s

    a

    bal l is t ic missile,

    then the

    launching

    submarine

    must

    remain

    stationary for 10 minutes (5 game

    turns),

    whilst the missil e (s)

    i s /are being

    programmed. Normal weapons

    may

    be programmed

    in seconds.

    TIIBE CAP SUBPHASE

    Both sides

    may

    open

    or

    close any

    hull

    openings to

    allow the passage

    of weapons

    or sensors.

    Weapons

    being launched

    from

    submarines will need to

    emerge from weapon

    tubes.

    These tubes

    are covered

    by

    tube

    caps, which allow

    the tube

    to be

    re-10adcd

    without

    flooding the

    submarine.

    Tube

    caps

    must be

    opened before the

    weapon

    can

    be

    fired,

    however, opening the

    caps

    will make

    noise (see

    6.0.13).

    I f caps are l e f t open,

    they continue to create noise and

    prevent

    re-loading.

    33

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    8.6

    8.6.1

    8.6.2

    8.6.3

    8.6.4

    8.6.5

    8.6.6

    8.6.7

    8.6.8

    8.6.9

    WEAPONS LAUNCH

    wea:pons.

    In the context of

    submarine

    combat, a

    standoff

    weapon

    is

    one which

    travels

    through the air

    during

    part -of i t s D1Qvement to

    the

    target. This means they

    have a relatively

    long

    range,

    allowing the

    launching

    unit

    to standoff from

    the target.

    Anti-submarine

    standoff

    weapons launched

    by

    submarines are usually launched

    from

    torpedo

    tubes. They

    then

    ' r ise to the surface, where a rocket motor

    ignites,

    propelling

    the weapon

    towards the target.

    When

    near the target,

    the

    payload

    will separate

    from

    the

    rocket

    ', anft

    fa l l s

    into

    the

    water,

    perhaps

    on a

    parachute.

    The

    payload

    may be a torpedo; which

    will

    , begin a

    search pattern

    in

    the

    normal

    way (programmed before launch);

    or may

    be a

    nuclear

    depth bomb. ,

    The launch,

    surface

    ignition and

    re-entry into the water,

    will

    a l l

    make

    noise

    (see

    6.0.13).

    Launch

    is by positive

    discharge only. The

    minimum

    launch depth

    for a l l

    standoff weapons

    is

    20m. The 'maximum launch depth for SUBROC and

    S S N ~ 1 5

    1S

    250m.

    Maximum

    launch depth for SEALANCE and SS-N-16

    is

    350m.

    The

    submarine

    must be

    stationary in order to launch

    any

    standoff

    weapon and

    i t is

    assumed that the

    missile

    ignites over

    the

    launching submarines

    position.

    The

    flight time to the targets position

    can be

    calculated by dividing the

    range

    to

    the

    target,

    by

    the

    missile

    '

    speed

    (in

    Km/min). Round up

    the

    flight

    time

    to

    the

    nearest

    half minute. This gives the time when the payload enters

    the water.

    There is

    always

    the po'ssibi l i ty

    that

    the standoff we1:lpon will not

    land

    in

    exactly

    the right

    place.

    This

    is

    especially so in the

    case of submarine

    launched standoff

    weapons. In

    order

    to simulate this,

    the

    launching player

    rolls a 020, at the Movement Phase when

    his

    missile

    is

    due to re-enter

    the

    water. Use

    the score on the

    Standoff

    Weapon

    Deviation

    Table

    (1) ' following.

    STANDOFF WE PON DEVIATION TABLE (1)

    DICE SCORE

    1-8 1 9 1 10 1 1 12 1 13 J .14 1 15 1 16

    I

    17

    I

    18 19 20

    .

    Deviation

    Km)

    o

    1 1 1 21

    4

    1

    4 I 5 I

    6

    I

    7

    I

    8

    I 9 I

    10 1

    T21

    .

    8.6.10 In order to

    find the

    direction of the deviation,

    roll

    another

    D20, and

    consult

    Table

    (2).

    8.6.11

    ~ ~ ~ : . . . . . . W ~ E A P O N DEVIATION

    rection

    N

    NE

    E

    SE

    8.6.12 f the payload

    is

    a

    torpedo,

    on

    entering

    . the water, it will begin

    the

    search

    pattern

    '

    i t has

    been programmed

    for, as

    per normal torpedo rules.

    If the

    payload

    is ,a

    nuclear depth

    bomb. i t

    will

    sink to

    i t s pre-selected depth

    and ex

    plod

    e.

    8.

    7 TORPEDO LAUNCHSUBPHASE

    8.7.1

    8.7.2

    8.7.3

    8.7.4

    Both

    sides

    may launch tor-

    pedoes.

    There are

    two ways of launching torpedoes from submarines.-

    a) Positive

    Discharge.

    b)

    Swim out.

    Positive Discharge

    This method

    can

    be used to

    launch tQrpedoes

    while the

    submarine has

    a

    present

    speed of up

    to

    22 knots. I t

    is

    very noisy.

    because the

    torpedo

    i s

    blown out

    of i t s

    tube

    by compressed air

    The torpedo may be se,t

    to run at

    i t s

    high

    or low speed.

    This

    is

    the

    only

    way

    in

    which

    standoff

    weapons

    may

    be l.

    aunched

    and

    also,

    Soviet Players only. the only way that counter-fire

    torpedoes

    may be launched.

    34

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    8.7.5

    8.7.6

    8.7.7

    8.7.8

    8.7.9

    8.7.10

    8.7.11

    Swim

    Out

    This

    method

    may

    only be

    used

    for

    torpedoes set

    to

    run at

    their slow speed, as

    the torpedo swims

    out

    under

    i t s

    own power and

    is

    not ejected. The

    only

    noise

    produced by this method

    is

    the

    torpedoes

    own

    propulsion

    system.

    The current speed of the submarine must be lower than the slow running speed

    of the

    torpedo.

    COUNTER FIRE TORPEDOES

    This

    is

    a

    tact ic

    only

    used

    by

    the Soviets.

    I f a

    Soviet

    submarine detects a torpedo attacking i t i t may

    elect

    to f ire a

    counter-fire torpedo. The

    idea

    is

    to f i re a torpedo down the track of the

    incoming torpedo, in

    order to hit

    the

    attacking

    submarine, or

    at

    least

    to make

    i t maneouvre enough

    to lose control of i t s torpedoes).

    Counter-fire torpedoes are not wire gUided,

    so

    they

    must be programmed

    before

    launch. They are

    launched

    by

    positive

    discharge

    only

    and may only run at high

    speed.

    Before launch the torpedo must be programmed with:-

    a)

    Search depth.

    b) Bearing and

    distance

    to

    run before

    conducting an active

    sonar search

    pattern.

    The torpedo must use an active

    sonar search

    pattern, because i t will

    be

    launched

    on a

    bearing-only

    T.M.A. and

    will

    need

    active

    sonar

    to

    provide

    the

    range component.

    8.7.12 Counter-fire torpedoes must be l is ted as such at the

    s tar t

    of the game and

    cannot be

    used for

    any

    other purpose.

    A

    Soviet

    submarine

    can only carry

    a

    maximum

    of

    two such torpedoes.

    8.8

    8.8.1

    8.8.2

    8.8.3

    8.9

    8.9.1

    8.10

    8.10.1

    8.10.2

    subphase, units

    may

    deploy

    or retrieve sensors

    and

    communications

    systems.

    Submarines

    may

    begin to

    t ra i l

    out their

    towed

    array sonars, i

    not

    already

    deployed

    see 6.4

    for

    restr ict ions caused

    by towed arrays). They may also begin

    to

    retr ieve

    towed

    arrays in

    this phase.

    These

    may be

    je t t isoned at

    any time.

    Helicopters may deploy

    or

    retr ieve dunking sonars. I t

    is

    assumed that these

    are

    limited

    to

    a

    maximum

    depth

    of

    200m. The

    sonar

    can

    be winched

    at

    a

    rate

    of 100m

    per minute, so the

    time

    taken to

    get

    i t

    to

    the

    required

    depth can be

    calculated,

    and rounded up to the nearest half

    minute.

    Helicopters must remain stationary while i t s sonar

    is

    in the water.

    Submarines

    may release communication bouys expendable

    or

    not. They may also

    t r a i l floating

    aerials or

    retrieve them. Rules

    are

    as for towed arrays

    see

    6.4).

    POST LAUHCH WEAPONS PROGRAM SUBPIIASE

    Both sides may i f

    they wish,

    program any wire guided torpedoes which

    are

    s t i l l being controlled. Rules

    are

    as

    for Pre-Launch

    Weapons Program Subphase

    see 8.4).

    MOBILE

    DECOY

    PROGR M

    SUBPHASE

    Mobile decoys may now be programmed ready for launch. They have a

    maximum

    running time of

    18 minutes,

    although they

    may be programmed

    for less.

    They move

    just

    l ike

    submarines,

    and

    will

    appear

    just

    l ike

    i t

    to passive sonar.

    TYPHOON

    SSBN

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    9.0

    9.0.1

    9.0.2

    9.1

    9.1.1

    9.1. 2

    9.1. 3

    9.1.4

    9.1.5

    9.1.6

    9.1.

    7

    9.2

    9.2.1

    9.2.2

    9.2.3

    9.2.4

    n t

    success or

    failure

    of

    al l

    attacks

    by weapons

    capable of

    impacting this turn,

    i s

    resolved.

    During an

    attack:-

    a) The attacking

    player

    will

    try to raise the Hit Pobability of his

    torpedo(s)

    to

    as

    near

    to 100

    as

    possible.

    b) The

    target player will try

    to lower the

    Acquisition

    Percentage

    of

    the

    torpedo(s)

    as

    far as he can.

    A submarine

    that is

    unaware of an incoming torpedo

    is

    less likely

    to be

    missed.

    A submarine

    that

    is

    tracking

    an incoming

    torpedo,

    can

    improve

    i t s

    chances of being missed

    by:-

    a) Launching

    countermeasures,

    which will attempt to at tract the torpedo

    into attacking them

    instead

    of

    the

    submarine.

    b) Maneouvring to avoid the torpedo, and also break contact with

    the

    attacking

    submarines'

    sonar.

    Hit Probability Percentage (HP ), i s a

    figure

    given to each model of

    torpedo,

    based on i t s level of sophistication, and

    represents

    i t s likelihood

    of being able to conduct a successful

    attack.

    I t

    i s

    l isted for each

    type

    of

    torpedo

    in section 14.0.

    If

    two torpedoes are

    launched and

    used together

    to

    conduct

    a

    simultaneous

    attack,

    then

    a combined

    Hit

    Probability

    Percentage can

    be

    obtained.

    The

    attack

    will

    then

    be

    prosecuted

    as

    i f

    there

    were only one torpedo, but

    with

    a new

    HP .

    If

    the attack

    is

    successful, and the two torpedoes acquire the target,

    then

    they

    are treated as two torpedoes again. Only two torpedoes

    may

    combine their

    HP in this way.

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    9.3

    9.3.1

    , 9.3.2

    9.3.3

    9.3.4

    9.3.5

    9.3.6

    9.3.7

    9.3.8

    9.3.9

    9.3.10

    9.4

    9.4.

    I

    9.4.2

    9.4.3

    9.4.4

    DECOY LAUNCH SUBPHASE

    There are two types of decoy that a submarine may launch

    in

    order to lure

    incoming

    torpedoes

    away, and make them attack

    the

    decoy.

    a) Mobile decoys.

    b)

    Noisemakers.

    Mobile Decoys

    These are sophisticated devices which

    are designed to simulate the

    parent

    subma