- Advice for SOVIET players - 


(Replenishment At Sea)

RED Destroyer: after a sonar search and (successful) attack the destroyer has 25% fuel & 1 salvo.

Destroyer now moves 5 squares (uses 15% fuel) to rendezvous with the Supply Ship which has 1 x fuel container (50%) and 1 x weapon container (2 salvoes) embarked.  Destroyer now: 10% fuel & 1 salvo.

Destroyer & Supply Ship conduct RAS: ships move 4 squares together in a straight line and the destroyer embarks: +50% fuel / +2 weapon salvoes. The fuel & weapon tokens are removed from the Supply Ship’s holds and placed at Ice-Station ECHO for recycling and are available at the next Soviet turn (NOTE: if ECHO has been attacked by NATO these tokens are removed from the game) .

Destroyer's status on completion of RAS: 60% fuel & 3 salvoes.     

Destroyer sets Sonar Watch.

1. This ends the turn for the RAS ships.

2. When conducting the 4-square RAS move with the supply ship, there is no fuel penalty for the destroyer(s).
3. The 4-square RAS move counts against the total maximum move for the RAS ships: Destroyers = 18 squares*; Supply Ship=16 squares* (*note affects of Storms if ‘Weather’ is being played).


A sequence of photographs showing an example move for the RED Soviet destroyer including resupplying in harbour; the sequence illustrates how the squares moved (and fuel used) while conducting different actions, accumulate towards the maximum possible move of 18 squares. 

The destroyer (65% fuel & 1 salvo), with its sonar watch setting from the previous turn, starts its move at G10 and moves 8 squares to G18.

At G18 the destroyer conducts a sonar search and gains contact in the YELLOW sector; an attack is conducted firing one salvo which achieves a NEAR MISS.

[Fuel used = 15%; move so far = 8 squares]

The destroyer now moves 6 squares from G18 to A18 (Ice-Station ALFA) where there are fuel and weapon containers available.

[Fuel used = 15%; total fuel so far = 15% + 15% = 30%;

move so far = 8 + 6 = 14 squares]

The destroyer is in ALFA and embarks fuel and weapons. Fuel increased by 50% and weapon load by 2 salvoes. The expended containers are placed at Ice-Station ECHO (if still available) and will be available for resupply at the next Soviet turn unless NATO actions lead to their destruction.

The destroyer leaves ALFA and moves 4 squares to E21 where it sets up sonar watch. [Fuel used = 10%]

Fuel used: 15% + 15% + 10% = 40%;

Move: 8 + 6 + 4 =18 squares (Max move)

At end of move: 75% fuel + 2 salvoes

The "Weather" mechanic isn't in play in this example. Not only will the weather reduce the amount that ships can move but also Storm Level 6 prevents ships and submarines entering ice-stations (and a RAS move) and so the destroyer might not have been able to resupply fuel and weapons.


An opening gambit ... given fair weather!

With favourable weather conditions and good logistical planning, the Soviets can make 12 of their 16 fuel & weapon containers safe from the effects of possible NATO attacks at Ice-Stations ALFA & CHARLIE on the 3rd turn: 6 containers embarked on the logistic ships at ECHO (safe) and 2 containers each ashore at Ice-Stations BRAVO, DELTA and FOXTROT which were delivered on the first SOVIET turn using all three ships (they are safe ... for now!).

REMEMBER: Entering an Ice-Station ends a logistic ship's move - stores may be landed or embarked on arrival or just before departure on the next turn.

Keeping containers safe onboard ships

Containers already onboard logistic ships at Ice-Station ECHO are not affected by NATO attacks elsewhere (in this case the attack at Ice-Station FOXTROT). The weapon token onboard the Purple container ship, which is alongside at ECHO, is safe - the 2 weapon tokens ashore at ECHO will be lost because the munitions factory supplying ECHO has been destroyed.

REMEMBER: all ships in an Ice-Station, when that Ice-Station is attacked, are lost.


ALFA & DELTA control:



If either ice-station is attacked, all FUEL containers at Ice-Station ECHO, and NOT already embarked onboard a logistic ship alongside, are removed from the game.




If either ice-station is attacked, all WEAPON containers at Ice-Station ECHO, and NOT already embarked onboard a logistic ship alongside, are removed from the game.

ECHO is the main RESUPPLY port. 


If ECHO is attacked, FUEL and WEAPON containers can no longer be reused during the game.  



Its destruction results in REDUCED OUTPUT of FUEL and WEAPONS and all containers, not already embarked in ships, are permanently reduced in capacity.  Fuel containers now have a capacity of 35%; weapon containers only contain one salvo of bombs.  Containers already onboard a logistic ship are unaffected until they are landed at an Ice-Station at which point they reduce to the lower capacity.

REMEMBER: all ships in an Ice-Station, when that Ice-Station is attacked, are lost.


NATO use the datum pieces to indicate snort moves. The Soviets use the datum pieces to help them to refine their search process and strategy by placing them as markers on squares that they think may be concealing a dived submarine or, indeed, they know is concealing a dived submarine after a successful salvo attack.


If a ship moves between one or more weather areas, the move is limited by the limit imposed by the highest Storm Level encountered e.g. the ship starts the move in an area in Storm Level '4' but ends the move in an area with Storm Level '5', the move is limited to the ship's maximum minus 5.


Destroyers and logistic ships are damaged in crucially different ways: a destroyer damaged while ramming a submarine or by activating an acoustic mine can be repaired; a logistic ship sinks and is removed from the game.

Mine or ramming damage to a destroyer results in the following:

FUEL: level reduced BY 20% 

SONAR: out of action 

WEAPONS: out of action 

MOVE: maximum 6 squares* 

[* this can be reduced further by Storm effects]

Damage tokens are placed on the WEAPONS and ENGINE spaces of the Destroyer Damage Tracker


A destroyer damaged by a mine explosion or from ramming a surfaced submarine can be repaired as follows after safe arrival at an Ice-Station that is still available to the Soviet fleet i.e. it hasn't been attacked by NATO.  It takes TWO full turns for a damaged destroyer to be returned to its full capability. A destroyer alongside for repair will be lost if NATO attack the Ice-Station while repairs are underway so a destroyer captain may choose to leave with a repair outstanding if the threat is too great: conducting just a TACTICAL repair will at least enable the ship to search and fight, if weapons are already onboard, but it will still be very limited in its ability to move until an ENGINEERING repair is completed ... a tough decision!

If a Soviet captain intends to leave after only ONE repair is completed i.e. ONE turn alongside, the repair to be conducted is declared.  The completion of the declared repair is recorded by the removal of the appropriate token from the Destroyer Damage Tracker.

ONE turn in an available Ice-Station repairs ONE of two types of capability:  TACTICAL ("Weapons") or ENGINEERING ("Engine").


SONAR: capability restored

WEAPONS: capability restored**

[** weapon salvoes already onboard can now be used]


FUEL: 100% load capacity restored #

WEAPONS: maximum load restored #

MOVE: maximum restored to 18 squares

[# FUEL & WEAPON containers must be available at the Ice-Station]


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