North Cape
The game
deals with German attempts with surface vessels to interfere with
Murmansk-bound convoys. Comes with eight scenarios
(5 historical, 3 what ifs).
The campaign game consists of running a hypothetical convoy to
Murmansk in a 48-hour period (each campaign
game turn represented 1 hour, so the whole
thing lasted 48 turns). Campaign maps
were used to plot convoy and task force
courses (ala Avalon Hill's Jutland boardgame) with some simple air and
submarine search capacity.
An alternate movement system is
used, with torpedo attacks being written down
before either side moved, and then being
revealed after all movement was over. This
provided a very quick torpedo resolution system. Rather
than tracking the torpedos' course and
determining if a ship was struck, the
torpedoes were targeted at a given hex (had to
be within so many hexes of the firing vessel,
and within a firing arc depending on how the
torpedoes were mounted) with a entire bank
being fired. If a ship ended movement in or
adjacent to the target hex, a chart was
consulted and 1d6 rolled to determine if the
ship was hit and by how many torpedoes. Each
torpedo hit was then rolled out.
The rest of
the game system is the same as General
Quarters, with conversion from inches to
hexes.
- Designer
- Lonnie L. Gill
- Publisher
- C-in-C
- Year Published
- 1978
- Status
- Out of Print
- Contents
- Boxed set containing:
- rulebook
- ship identification chart (with photographs of each
model - really helped figure out what was what
without resorting to a Janes and a magnifying
glass)
- two sets of playing tables
- pad of campaign sheets (depicting the Arctic Sea in and around Norway's North Cape)
- fourteen 1/4800 scale miniature ships (6 German, 8
British) (Scharnhorst was just about 2" in length; destroyers were from 0.75-1.0")
- 9 hexboards made of thick
cardboard (each having a blue surface with
lighter blue hex sides in a 10x10 hex grid,
edges contained half hexes so boards could be
joined, edge board was 9"x10" so all nine
together gave you a 27"x30" playing surface,
hexes were all 1")
- Scale
- The rulebook
doesn't state the game scale, but comparison to
the gunnery tables and ship data in General
Quarters allows one to calculate the scale as
1 hex being about 833 yards, a speed factor
being 5 knots, and a turn being about 5
minutes. Intended for use with 1/4800 scale models.
Back to RULES DIRECTORY
Areas of InterestWorld War Two at Sea
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Featured Showcase ArticleMal Wright 's first experience with 1:4800 scale naval models.
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