.
.
|
Avalon
Hill's "Submarine" is a tense duel of nerve and wits re-creating tactical
submarine warfare in World War II. It is basically a one-on-one situation
as players assume the roles of submarine Commanders and destroyer Captains,
though more than one of each type of ship may be in the game. Most scenarios
involve attacks on convoys --- or perhaps that prized aircraft carrier.
Many
features can be included or excluded as the players desire. Hidden submarine
movement, surface battles, collisions, sonar, radar, star shells, silent
running, hidden torpedo movement, weather, crew quality, and submarine-vs-submarine
action are among many of the features. German, Italian, French, American,
British, Russian, Japanese, and Neutral ships are included. Subs can have
different torpedo types with different speeds and explosive power while
destroyers can have hedgehogs, squids, k-gun launchers, along with the
standard depth charges. A design-your-own and campaign game makes for variations.
Originally published by Battleline Publications in 1976. High complexity.
Typical playing time about one and a half hours, depending on scenario.
Full game could last forty hours or more.
Game
components includes : 3 Mapboards, 314 Counters, 4 Ship Data cards, Search
Table card, Log Sheet pad, 2 Dice & 39-page Rules booklet.
One
to six players depending on scenario. Ages 12 & up. Battleline Publications
/ Avalon Hill from 1977. Design: Steven Peek.
Additional
info: There were articles on this game in "The General" magazine:
Vol.
15 # 4 with Strategic Plot Map
Vol.
16 # 5
Vol.
18 # 6
Vol.
19 # 6 seven Scenarios for Soviet Subs
Vol.
22 # 2 Pacific Scenarios
Vol.
22 # 4 Rules for Solitaire play
Vol.
23 # 3 Variant with rules, counters, data charts & scenarios (NOTE:
must own "Submarine" since parts are need from the game for the entire
variant)
An
important note regarding Avalon Hill games
- It was not unusual for Avalon Hill to re-publish most of their games
with 2nd, 3rd or more Editions. Sometimes the game components changed,
sometimes they didn't. If your game components do not correspond exactly
with what is listed, do not despair. You may just have to do a little more
checking to insure its completeness.
.
|
.
|