Bismarck
CONSUMER PANEL TESTED AND APPROVED
AGE LEVEL-Adults of all ages, I 2 years and up.
NUMBER OF PLAYERS-Two.
GAME LENGTH-Thirty to ninety minutes.
Now YOU command the Bismarck-the pride of the German Navy.
As in real life, YOU begin operations, from Bergen, leaving under the cover of low visibility
weather. Your purpose-to search for Allied convoys. Success in disrupting Allied shipping
could lead to an early German victory in Europe.
As the British Admiralty, YOU must seek and destroy this 45,000 ton warship at all costs. YOU
command all the ships that actually took part in the historic chase.
Stopping the Bismarck's breakout from Bergen into the Atlantic is left entirely up to your skill
in maneuvering the British fleet in strategic search patterns.
It is now May 23, 1941-time to re-create history in this famous World War I1 naval search
and battle.
INSTRUCTIONS - READ FIRST
@Copyright 1962-The Avalon Hill Company, Ll l i mon, Mwl and Printed in U.S.A.
.....-c .... _
---..,---
CONSUMER PANEL TESTED AND APPROVED
AGE LEVEL-Adults of all ages, 12 year. and up.
[Link] OF PLAYERS-Two.
GAME LEHGTH-Tltlrly to "I"ety mln. f .
Now YOU command the Bismarck-the pride of the German Navy.
As in real life, YOU begin operations from Bergen, leaving under the cover of low visibility
weather. Your purpose-to search for Allied convoys. Success in disrupting Allied shipping
could lead to an early German victory in Europe.
As the British Admiralty, YOU must seek and destroy this 45,000 ton warship at all costs. YOU
command all the ships that actually took part in the historic chase.
Stopping the Bismarck's breakout from Bergen into the Atlantic is left entirely up to your skill
in maneuvering the British fleet in strategic search patterns.
It is now May 23, 1941-tirne to re-create history in this famous World War II naval search
and battle.
INSTRUCTIONS - READ FIRST ...
SEARCH BOARD
The search for the Bismarck is done on the Search Board.
The Search Board shows the portion of the North Atlantic
Ocean where the Bismarck operations took place May 23 to
May 27, 1941. Areas and zones printed on the board are used
to determine movement.
AREAS: The large blocks such as A-1, B-2, etc.
ZONES: The small blocks lettered A to D.
The Search Board is used by both players. A smaller repro-
duction of this board is printed on the Record Pad so players
can keep a written record of opponent's movements.
BATTLE BOARD
Actual battle is conducted on the Red and Blue Battle Board.
At the start of any battle the Bismarck is placed in the center
square, and the British ships are placed on any of the outermost
squares at the discretion of the British player.
NOTE: Ship forms printed on the Baule Board do not indicate where
you are to place ship counters. They are printed merely for effect .
The square counters I ,,.,,,... ,.. -... 2s that take part in the
search procedure. They are used only on the Search Board.
PIPES: B-Battleships and Battle Cruisers; C--Cruisers; A- Ai r cr af t
Carriers.
MOVEMENT FACTOR: Maximum number of zones a counter may be
moved in one turn on the Search Board.
Name of Ship
The rectangular counters represent ships that take part in
battle. They are used only on the Battle Board.
Search Board
+- Movement Factor
STARBOARD SECOYDARY ARMAMENT
BOW
TURRETS
There are no counters for cruisers. In real life such ships would engage
a battleship only in sheer desperation. Therefore, in the play of Bismarck,
cruisers are used only in the Search Procedure-and any engagement be-
tween the Bismarck and British cruisers can be done only through Chance
Table play. In addition, the German cruiser Prinz Eugen, which was with
the Bismarck for a short time, is also not included since it played no
important role in the actual Bismarck operations.
HOW TO WI N
The player who has accumulated the most points when the
game ends is declared the winner. A Points Earned table is
printed on the Battle Board. The game ends as soon as:
A. The Bismarck is sunk, or
B. The Bismarck enters any one of the ports of Bergen,
Brest, St. Nazaire or Ferrol after May 25, or
C. The German player has accumulated more points than
it is possible for the British player to score, or
D. Play reaches the time limit.
Sinking the Bismarck does not automatically make the
British player the winner-it merely ends the game with the
winner being the player having the most points at that time.
PREPARE FOR rur
1. Place the Search Board between both players with the
Search Board Chance Table side facing the British player.
2. Place the Screen in the middle of the Search Board so that
Starting Placement and subsequent play 6n both sides can be
done in secret.
3. Place the Battle Board off to the side with the North end
facing the German player.
4. The British player places on his Search Board all the
square ship counters as instructed under Starting Placement Of
All Ships printed on the Search Board.
5. The German player places on his Search Board at Bergen
the square ship counter labeled Bismarck.
HOW TO PLAY
The following is a condensed step-by-step explanation of how
to play Bismarck. Hereafter, the British player is called Blue;
the German player is called Red.
AREA SEARCH:
STEP 1 : Red takes his turn. He secretly moves the Bismarck
from Bergen (C-8,A) to the desired zone. On the first turn the
Bismarck may move up to 6 zones from Bergen; on all succeed-
ing turns it moves up to two zones per turn.
STEP 2: Blue takes his turn. He secretly moves his counters
on the Search Board up to the number of zones represented by
their movement factors.
STEP 3: Blue "calls out" areas his counters lie in. Red
must reply immediately when Blue calls out an area the
Bismarck is in.
A. If Red is not in any of the areas called out, the Bismarck
has not been located in which case play reverts to Step 1.
B. But, if Red is in an area with Blue, players proceed to
zone search, Step 4.
ZONE SEARCH:
STEP 4: Blue takes the pack of Zone Cards and pulls out
one for each zone in the Bismarck's area that he has counters in.
STEP 5: Red takes the remaining Zone Cards and looks
for the card representing the zone the Bismarck is in.
A. If Red finds his card in the pack, he has not been sighted
in which case play reverts to area search, Step 1.
B. But if Red does not find his card, he has been sighted:
1. If sighted by a Carrier or Cruiser, Red must disclose
exact zone. Do not proceed to battle but revert to area
search, Step 1.
2. If sighted by a battleship, proceed to battle, Step 6.
BATTLE:
STEP 6: Red places the rectangular ship counter represent-
ing the Bismarck in the middle square of the Battle Board.
STEP 7: Blue places on the Battle Board rectangular ship
counters for each battleship that sighted the Bismarck-placing
them on any of the outermost squares regardless of the direction
of movement of their respective Search Board counters.
STEP 8: Blue may move each battleship counter one square
in any direction after which Red may move the Bismarck one
square in any direction.
STEP 9: Players figure their salvo count-getting one die
roll for each salvo.
STEP 10: After each die roll players consult the Battle
Results Table and record "hits" on their respective Record
Sheets.
SEARCH 10ARD
The se;uch for the Bismarck is done on the Search Board.
The Search Board shows the portion of the North Atlantic
Ocean where the Bismarck operations took place MllY 23 to
May 27, 1941. Areas ami <!:ones printed on the board are used
to determine movement.
AREAS: The large blOl.:ks such as A-I, B-2, etc.
lONES: The small blocks lettered A to O.
The Search Board is used by both players. A smaller repro-
dw.:tion of this board is printed on the Record Pad so players
ean keep a written record of opponent's movements.
UTILE 10AID
Actual battle is condw.:ted on the Red and Blue Battle Board.
At the slllrt of any bailie the Bismarck is placed in the center
square, and the British ships are placed on any of the outermost
squares at the discretion of the British player.
NOTE: Ship lor",. Oil .h BOtI.d do 1101 j"dic"u
)" u 10 sMp co"m" . Th,y Of prl"ud for
SHIP COUNTfRS
The square counters represent all ships that take part in the
search prOl.:edure. They are used only on the Search Board.
Name 01
Search Board
Type 01 Ship B 2 +--- Movement Factor
TYPES: B-Battleships and Battle Cruisers; A--Aircralt
Carriers.
MOVEMENT FACTOR, Maximum number of zone5 a counter may be
moved in one turn on the Search Board.
The rectangular counters represent ships that take part in
ballte. They are used onty on the BailIe Board.
STARBOARD SECONDARY ARMAMENT
k
BOW
TURRETS-r _ TURRETS
PORT SECONDARY ARMAMENT
nO counUrs fo. cruisrrs. In such shlp3 ",ould
II bill/luMp only In .hu, drspuollon. I" ,h, pl"y 01 BismarCk.
.. only in S,arch P'oudur<:-and any
[Link] and Bri'ulr crulurs con rlOII' Dilly Ihrough Challcr
play. In adrlilion. c,",lsu Prl ,, : "'hkh ... as ..,i,h
Bism"rck 1o, " ShoTt is "IJO nO' Illdudrd Jinu I' nO
impOrl"'" In 'hr actual Bilmarck
HOW TO WIN
The player who has accumulated the most poi nts when the
game ends is declared the winner. A Points Earned table is
printed on the Battle Board. The game ends as soon as:
A. The Bismarck is sunk, or
B. The Bismarck enters anyone of the ports of Bergen.
Brest, St. Na<!::tire or Ferrol after May 25, or
C. The German player has accumulated more points than
it is possible for the British player to score, or
O. Play reaches the time limit.
Sinking the Bismarck does not automatically make the
British player the winner-it merely ends the game with the
winner being the player having the most points at that time.
"REPAIE FOR "LAY
I. Place the Search Board between both players with the
SeC/rch Board Cha",e Table side facing the British player.
2. Place the Screen in the middle of the Search Board so that
Slaning Placement and subsequent play on both sides can be
done in secret.
3. Place the Battle Board off to the side with the North end
hcing the German player.
4. The British player places on his Search Board all the
S:juare ship counters us instructed under SlanillG P/act'mt'nl 0/
A /I Ships printed on the Search Board.
5. The German player places on Iris Search Board at Bergen
the ship counter labeled Bismarck.
HOW TO "LAY
The following is a condensed step-by-step explanation of how
to play Bismarck. Hereaftcr. the British player is called Bille;
the German player is called Red.
AREA SEARCH:
STEP I: Red takes his turn. He secretly moves the Bismarck
from Bergen (C-S,A) to the desired wne. On the first turn the
Bismarck may move up to 6 rones from Bergen; on all succeed-
ing turns it moves up to two rones per turn.
STEP 2: Blue takes his turn. He secretly moves his counters
on the Search Board up to the number of rones represented by
their movement factors.
STEP 3: Blue "calls out" areas his counters lie in. Red
must reply immediately when Blue calls out an area the
Bismarck is in.
A. If Red is no! in any of the areas called out, the Bismarck
has not been located in which case play reverts to Step J.
B. But, if Red is in an area with Blue, players proceed to
wne search, Step 4.
ZONE SEARCH:
STEP 4: Blue takes the pack of lone Cards and pulls out
one for each rone in the Bismarcks area that he has counters in.
STEP 5: Red takes the remaining Zone Cards and looks
for the card representing the rone the Bismarck is in.
A. If Red finds his card in the pack, he has not been sighted
in which case play reverts to area search, Step I.
B. But if Red does nOI find his card, he has been sighted:
I. If sighted by a Carrier or Cruiser, Red must disclose
exact rone. Do ItO! prOl.:eed to bUlile but revert to area
search, Step I.
2. If sighted by a ball ieship, prOl.:eed to baltle, Step 6.
IATILE:
STEP 6: Red places the rectangular ship counter represent-
ing the Bismarck in the middl e square of the Battle Board.
STEP 7: Blue places on the Battle Board rectangular ship
counters for each battleship that sighted the Bismarck-placing
them on any of the outermost squares regardless of the direct ion
of movement of their respective Search Board counters.
STEP 8: Blue may move each battleship counter one square
in any direction after which Red may move the Bismarck one
square in any direction.
STEP 9: Players figure their salvo count-gelling one die
roll for each salvo.
STEP 10: After each die roll players consult the Battle
Results Table and record ' hits" on their respective Record
Sheets.
After all salvos have been fired a round of battle is over.
Repeat Steps 8 through 10 as often as necessary until:
a. The Bismarck is sunk thus ending the game, or
b. All British ships on the Battle Board. are sunk in which
case play reverts to area search, Step 1, or
c. A withdrawal occurs through Chance Table play in which
case play reverts to area search, Step 1.
REMEMBER: When the Bismarck is sighted by a Carrier or
Cruiser, do not proceed to bat t l e-do not play any Chance
Table. Simply repeat area search procedure.
Be sure you understand the above routine before reading
further. The remaining instructions deal with details of play.
HOW TO MOVE COUNTERS ON THE SEARCH BOARD
1. Blue is allowed to move all counters up to their movement
factor in each turn.
2. Blue is not required to move every counter, nor does he
have to move any counter in each turn.
3. Counters may be moved in any direction, or combination
of directions, in each turn.
4. Counters may be moved less than their movement factors.
5. Movement factors are not transferable from one counter
to another, nor can they be accumulated from one turn to the
next.
6. There is no limit to the number of counters that can be
stacked on any one zone.
7. Movement is not allowed into or through zones not con-
taining letters A through D.
8. Counters may be moved through occupied zones.
9. Counters in zones at the board edges are not allowed to
move off the board.
10. When play is on the Battle Board, all Search Board
counters may be moved one zone after every three rounds of
battle.
11. Movement factor for the Bismarck is six zones in the
first turn; two zones all turns thereafter.
The die is used only to resolve battle and Chance Table situa-
tions-it has nothing t o do with movement.
HOW TO SEARCH
AREA SEARCH: After Blue has moved all the counters
he chooses to move on the Search Board, he finds out whether
or not he has moved into an area that Red is in. This is done
as follows:
1. Blue calls out one area at a time after each of which Red
must state whether or not t he Bismarck is in that area.
2. Blue is allowed to call out only the areas where there are
British counters.- He is not allowed to call out areas where there
are no counters.
3. Blue is allowed to call out areas in any order he chooses.
4. Blue is not required to call out every area where he has
counters.
5. Blue stops calling out areas as soon as the Bismarck has
been located. Players then proceed immediately to zone search.
6. Blue may stop calling out areas any time he chooses in
which case players mark off time and repeat search procedure.
ZONE SEARCH: After Blue has located the area Red is
in he finds out whether or not he has counters in the same zone
with the Bismarck. This is done as follows:
1. Blue withdraws cards representing only the zones where
he has counters. He is not allowed to withdraw cards for zones
where there are no British counters.
2. Red takes the remainder of the zone cards and looks for
the card of the zone the Bismarck is in. If Red cannot locate
his card, then Blue and Red are in the same zone. If Blue and
Red are not in the same zone, or Red has been sighted only by
a Blue Cruiser or Carrier, players mark off time and revert to
area search, Step 1.
If the Bismarck has entered a zone of Bergen, Brest, St.
Nazaire or Ferrol and British battleships have also entered that
zone, players must proceed to battle. The Bismarck is not con-
sidered in port until the Chance Table calls for withdrawal or
all British battleships on the Battle Board are sunk.
HOW TO MOVE snws ON B A ~ L E BOARD
1. You are allowed to move all ships one square per round.
2. You are not required to move every ship, nor do you have
to move any ship in a round.
3. Ships may be moved vertically, horizontally and
diagonally.
4. Ships are not allowed to engage each other from A-range
until they have first fought from B-range. For instance, if a
British ship, in moving first, moves into B-range, the Bismarck
is not allowed to move closer into A-range. If it wishes t o
move it must either move out of range or to another square
in B-range.
5. Ships of opposing players are never allowed in the same
square.
6. There is no limit to the number of British ships allowed
in any one square.
7. Ships on the Battle Board cannot move off the Battle
Board. Withdrawal may occur only when called for by the
Battle Board Chance Table.
8. When a British ship is sunk it is removed from the game.
Its corresponding Search Board counter must also be removed
from the game.
9. After every three rounds of battle all Search Board
counters may be moved one zone-and all ships that were
previously just one zone away from the battle zone may be
brought into battle. Ships already on the Battle Board remain in
position-all new arrivals are placed on the outermost squares
according to their direction of movement.
10. Ships may be turned completely around each turn.
HOW TO FACE SHIPS AFTER MOVEMENT ON
BATTLE BOARD
1. Ships may be faced in any direction regardless of the
number of ships in any one square.
2. Examples of facing positions are as follows:
B-Range A-Range
Em BOW to BOW, BOW to Stem, Stem to BOW or Stern to Stern
Bow to Broadside or Stem to Broadside
Broadside to Bow or Broadside to Stern
Afler .. II s:.lvos have been fired ;1 round of bailie is over.
Repeal Sleps 8 through 10 as often as necessary until:
a. The Bismarck is sunk thus ending the game, or
b. All British ships on the Bailie Board are sunk in which
case play reverts to area search, Step I, or
c. A withdrawal occurs through Chance Table play in which
case play reverts to area search, Step I.
REMEMBER: When the Bismarck is sighted by a Carrier or
Cruiscr. do not proceed to battle--do not play any Chance
Table. Simply repeat area search procedure.
Be sure you UllderS/{J/Id the above routine before reading
fllflltn. Tlte remaining instructions deal .... illl detoils of play.
HOW TO MOVE COUNTIIS ON THI [Link] .OA.D
I. Blue is allowed to move all counters up to their movement
factor in each turn.
2. Bl ue is not required to move every counter, nor does he
have to move any counter in each IlIrn.
1. Counlers may be moved in any direction. or combination
of directions, in each turn.
4. Counters mlly be moved less than their movement factors.
S. Movement factors are nOI transferable from one counter
to another, nor can they be accumulated from one turn to the
next.
6. There is no limit to the number of counters that can be
stacked on anyone zone.
7. Movement is not allowed into or through zones not con
taining letters A through D.
8. Counters may be moved Ihrough occupied zones.
9. Counters in zones at the board edges are not allowed to
move off the board.
10. When play is on the Battle Board, all Search Board
counters may be moved one zone ufur every three rounds of
baule.
11. Movement factor for the Bismarck is six zont'S in the
first turn; two zones all turns thereafter.
The die is used only 10 reso/I'e baltle and Chance Table situo
lions-il Itas !lathing to do ... ilh movemenl.
HOW TO SEARCH
AREA SEARCH: After Blue has moved all the counters
he chooses to move on the Search Board. he finds out whether
or not he has moved into an area that Red is in. This is done
as follows:
I. Bl ue calls out one area al a time after each of which Red
must state whether or not the Bismarck is in that area.
2. Blue is allowed to call out only the areas where there are
British counters. He is not allowed 10 call out areas where there
are no counters.
3. Blue is allowed to call out areas in any order he chooses.
4. Bl ue is not required to call out every area where he has
counlers.
S. Blue stops call ing out areas as soon as the Bismarck has
been located. Players then proceed immediately to zone search.
6. Blue may stop calling out areas any time he chooses in
which cast players mark off time and repeat search procedure.
ZONE SEARCH: After Blue has located the aroa Red is
in he finds out whet her or not he has counters in the same lone
with the Bismarck. This is done as follows:
I. Blue withdraws cards representing only the zones where
he has counters. He is not allowed to withdraw cards for zones
where the're are no British counten.
2. Red t3kes the remainder of the zone cards and looks for
the card of the zone the Bismarck is in. If Red cannot locate
his card, Ihen Blue and Red are in the same zone. If Blue and
Red lIre nOI in the same zone, or Red has been sight ed only by
a Blue Cruiser or Carrier, players mark off time and revert to
area search. Step I .
If the Bismarck has enlered a zone of Bergen. Brest, St.
N3zaire or Ferrol and British battleships have also entered that
zone. players must proceed \0 bUlfle. The Bismarck is not con'
sidered in port until the Chance Table calls for withdrawal or
~ 1 1 British battleships on the BaUle Board are sunk.
HOW TO MOVE SHIPS ON .AnU .OARD
\. You are allowed 10 move all ships one square per round.
2. You are not required to move every shi p. nor do you have
to move any shi p in a round.
3. Ships may be moved vertically, horizontally and
diagonaJJy.
4. Ships are not allowed to engage each ot her from Arange
unti l they have first fought from B range. For instance, jf a
British ship. in moving first, moves into Brange, the Bismarck
is not allowed to move closer into Arange. If il wishes to
move it must either move OUi of range or to another square
in Brange.
S. Ships of opposing players are never allowed in the same
square.
6. There is no limit \0 the number of British ships allowed
in anyone square.
7. Ships on the Battle Board cannot move off the Battle
Board. Withdr awal may occur only when called for by the
B:.ttle Board Chance Table.
8. When a British shi p is sunk it is removed from the game.
Its corresponding Search Board counter must also be removed
from the game.
9. After every three rounds of battle all Search Board
counters may be moved one zone-and all ships that were
previously just one zone away from the baule zone may be
brought into batt le. Ships already on the Battle Board remai n in
position-all new arrivals are placed on the outermost squares
according to their direction of movement .
10. Ships may be turned completely around each turn.
HOW TO FACE SHIPS AfUIl MOVEMINT ON
.AnU .OA.D
I. Ships may be faced in any di rection regardless of the
number of ships in anyone square.
2. Examples of facing posi tions are as follows:
Bow 10 Bow, Bow 10 Stem, Slem 10 Bow Dr Stem to Slem
t
Bow to BlOadside or Stem to Broadside
-
Broadside to Bow or Broadside 10 Slem
All other situations not shown above are automatically Broad-
side to Broadside. A few Broadside to Broadside examples are
as follows:
HOW TO FIGURE SALVO COUNT
The maximum number of salvos a ship is allowed to fire in
a round is based on the following:
a. RANGE: Bow and Stern turrets may fire from A and
B-ranges. Secondary Armament may fire from A-range only.
b. FACING: In Bow facing only Bow turrets may fire; in
Stern facing only Stern turrets may fire; in Broadside facing all
turrets may fire. For secondary armament, Port guns may f i e
only when the enemy is on the Port side; Starboard guns may
fire only when the enemy is on the Starboard side.
c. GUN DAMAGE: A ship gets one die roll for each gun
section box containing no hits at the beginning of a round of
battle. That salvo count is not reduced during a round if hits
are incurred. However, such hits affect the salvo count for the
following rounds. For instance, the Bismarck starts off with a
Bow turret salvo count of six. If two Bow turret hits are in-
curred during the first round, Bismarck still gets six die rolls in
that first round; however, in the second round the Bismarck
only gets four die rolls. If a ship is sunk before a round is over
it still rolls its full salvo count for that round.
d. TIME: If battle is at night the British player's salvo count
is reduced in half-Blue getting the benefit of any fraction.
Red's salvo count is not reduced at night.
NOTE: If no salvos are fired after both players have moved
their ships such' action still counts as a round of battle.
HOW TO RESOLVE BATTLE
1. One player rolls off his entire salvo count; then his
opponent does likewise. It makes no difference which player
rolls first since both players roll their salvo count for the round
regardless of hits incurred on their own sllips.
2. After each die roll, match up the number rolled with the
proper firing at column under the correct range to get the
result of the salvo. For instance, if the Hood is firing at the
Bismarck's Port side from B-range and a 3 is rolled, the
Bismarck incurs a Port secondary armament hit.
3. Whenever a hit is scored, players place a check in one box
of the section that has been hit.
a. Each hit upon a gun section reduces the salvo count by
one for the following rounds.
b. Hits incurred on gun sections that are already completely
knocked out are scored as midships hits instead.
c. A ship is not sunk until every midships box has been
checked. For instance, it takes 10 midships hits to sink the
Bismarck; three midships hits to sink the Hood, etc.
d. When a ship incurs a hit on the first shaded box in its
midships section it loses its firepower. Beginning with the
following round, it may no longer fire and must hope for with-
drawal and attempt to elude the enemy for the remainder of
the game. For instance, the Bismarck would be rendered help-
less on the 8th midships hit; KGV on the 4th midships hit, etc.
e. The Rodney has no Stern turrets. However, it does have
a third Bow turret but it is in such a position that it can fire
only in broadside facing. On the Hit Record the third Bow
turret is considered a Stern turret.
f. In cases where it is not obvious which secondary arma-
ment (Port or Starboard) has been hit the decision is left to
the ship receiving the hit.
MULTI-SHIP BATTLE
1. When more than one British ship engages the Bismarck
on the Battle Board, Blue's salvo count is the total salvo count
of all ships. For instance, in the first round when both the
Hood and Rodney are engaging the Bismarck broadside to
broadside from B-range the total salvo count would be: Blue
-20 die rolls; Red-12 die rolls.
2. You may direct fire on any and all ships in range.
3. You are not required to direct all your fire on one ship,
nor are you required to fire at every ship.
4. Ships in B-range may fire over ships in A-range.
CHANCE TABLES
SEARCH BOARD: The Blue player has the option to play
the Chance Table at the end of any daytime search turn in
which he has failed to locate the Bismarck. Red may play the
Chance Table only if Blue declines his option. To play the
Search Board Chance Table, roll the die once.
BATTLE BOARD: Both players may play the Chance
Table at the end of any round of battle. Players electing to
play the Chance Table are allowed one die roll each-Blue
rolling first when both elect to play.
Players are cautioned to study the Chance Tables before
electing to play them.
HOW TO WITHDRAW FROM BA7TLF
Withdrawal from the Battle Board may occur only when
called for by the Battle Board Chance Table. If a 1 or 2 is
rolled by either player, play on the Battle Board ceases immedi-
ately. Players revert to area search, Step 1, with all ships
moving from the same zone that they were in at the beginning
of the round of battle procedure.
TIME
Players record the passage of time by checking off one box
left to right as follows:
1. After each Search turn in which the British player fails to
sight the Bismarck, or
2. After every 6 rounds or at conclusion of battle.
NIGHT PLAY: Shaded Time Record boxes indicate play is at
night-a distinct advantage for the Bismarck which was the only
ship with radarcontrolled fire power at night.
You have completed the instructions to BISMARCK.
BISMARCK has been purposely designed to be challenging.
For this reason you must become completely familiar with
the rules in order to play correctly. Examples of play are in-
cluded in the Historical Notes Card and should be referred to
while playing your first few games.
For replacement parts price list, write: The Avalon Hill
Company. 4517 HARFORD ROAD BALTIMORE. MD. 21214.
All other situations not shown above are automaticall y Broad-
side to Broadside.
liS follows:
A few Broadside to Broadside eumples are
-
HOW TO 'IGUlI SALVO COUNT
The maximum number of salvos a ship is allowed to fire in
II round is based on the following:
a. RANGE: Bow and Stern turrets may fire from A and
B-ranges. Secondary Armament may fire from A-range only.
b. FACING: In Bow facing only Bow turrets may fire; in
Stern facing only Stern turrets may fire; in Broadside facing all
turrets may fire. For secondary armament, Port guns may fire
only when the enemy is on the Port side; Starboard guns may
fire only when the enemy is on the Starboard side.
c. GUN DAMAGE: A ship gets one die roll for each gun
se<: tion box containi ng no hits at the beginning of a round of
bailIe. That salvo count is not reduced during II round if hils
are incurred. However, such hils affect the salvo count for the
following rOl,;nds. For instance, the Bismarck starts off with a
Bow turret salvo count of six. If two Bow turret hils are in-
curred during the first round, Bismarck still gets six die roll s in
that firsl round; however, in the second round the Bismarck
only gets four die rolls. If a shi p is sunk before a round is over
it still rolls its full salvo count for that round.
d. TIME: If bailIe is at flight the British pl ayer's soh'o COlml
is reduced in half-Blue getting the benefi t of any fraction.
Red's salvo count is nol reduced at night.
NOTE: If no salvos are fired after bot h players have moved
their ships such action still counts as a round of bail ie.
HOW TO IESOLVE .... TTLE
I. One player rolls off his enti re sal vo count; then his
opponent does likewise. It makes no difference which player
rolls first si nce both pl ayers roll their salvo count for the round
regardless of hilS incurred on thei r own ships.
2. After each die roll, match up the number rolled with the
proper firing at column under the correct range to get the
result of the sal vo. For instance, if the Hood is firi ng at the
Bismarck's Pon side from B-range and a 3 is rolled, the
Bismarck incurs a Port sondary armament hit.
3. Whenever a hit is scored, players place a check in one box
of the section that has been hit .
a. Each hit upon a gun section reduces the salvo count by
one for the following rounds.
b. HilS incurred on gun sections that are already completely
knocked out are scored as midships hits instead.
c. A ship is not sunk until every midships box has been
checked. For instance, it takes 10 midships hits to si nk the
Bismarck; three midslrips hilS 10 sink the Hood, etc.
d. When a ship incurs a hil on the first shaded box in its
midships stion it loses its firepower. Beginning with the
following round, it may no longer fire and must hope for with-
drawal and attempt to elude the enemy for the remainder of
the game. For instance, the Bismarck would be rendered help-
less on the 8th midships hit; KGV on the 4th midships hil, etc.
e. The Rodney has no Stern turrets. However, it does have
a third Bow turret but it is in such a position that it can fire
only in broadside facing. On the Hit Record the third Bow
IUrret is considered a Stern turret.
L In cases where it is not obvious which secondary arma-
ment (Pon or Starboard ) has beeo hit the decision is left to
the ship receiving the hit.
[Link] .... TTLE
I. When more than one British ship engages the Bismarck
on the Battle Board, Blue's sal vo count is the total salvo count
of all ships. For instance, in the first round when both the
Hood and Rodney are engaging the Bismarck broadside to
broadside from Brange the total salvo count would be: Blue
-20 die rolls; Red- l 2 die rolls.
2. You may direct fire on any and all ships in range.
3. You are not required to direct all your fire on one ship,
nor are you requi red to fire at every ship.
4. Ships in B-range may fire over ships in A-range.
CH ... NCE [Link]
SEARCH BOARD: The Blue player has the option to play
the Chance Table al the end of any daytime search turn in
which he has failed to locate the Bismarck. Red may play the
Chance Table only if Blue declines his option. To play the
Search Board Chance Tabl e, roll the die once.
BAlTLE BOARD: Both pl ayers may play the Chance
Table at the end of any round of battle. Players electing to
play the Chance Table are allowed one die roll each- Blue
rolling first when both elect 10 play.
Players are cautioned to study the Chance Tables before
electing to play them.
HOW TO WITHD .... W flOW .... nu
Withdrawal from the Battle Boa rd may occur only when
called for by the Battle Board Chance Table. If a I or 2 is
roll ed by ei ther player, play on the Battle Board ceases immedi-
ately. Players revert to area search, Step I. with all ships
moving from the same zone that they were in at the beginning
of the round of battl e procedure.
TIME
Players record the pass:.ge of time by checking off one box
left to right as foll ows :
I. After each Search IIlrn in which the British player fails to
sight the Bismarck, or
2. After every 6 rounds or at conclusion of bait Ie.
NIGHT PLAY: Shaded Tim/' R{' mrJ boxes indicate play is at
night-a distinct advantage for the Bismarck which was the only
ship with radar-controlled fire power at night .
You have completed the instructions to BISMARCK.
BISMARCK has been purposely designed to be challenging.
For this reason you must become complet ely familiar with
the rules in order to play correctly. Examples of play are in-
cluded in the Historical Notes Card and should be referred to
while playing your first few games.
For replacement parts price list. write : The Avalon Hill
("ompany, 4,.7 HARFORO ROAD. BALTIMORE. MD. 21214.
The Bismarck was the pride of the German Navy. Over 800 feet
long and displacing more than45,OOO tons she was, next to the Hood,
the largest warship afloat. Mounting eight 15 inch guns, heavily
armored and well broken in, there was not a ship in the world that
could stand up to her alone.
Now-May 22, 1941-the Bismarck was at sea.
The British Admiralty, with the recent rampage of the Scharn-
horst and Gneisenau still fresh in their mind, swung into action.
The plan of action devised earlier by Sir John Tovey, Commander
in Chief of the Home Fleet, to stop a breakout of the Bismarck into
the Atlantic was put into effect.
Sir John had the cruisers Norfolk and Suffolk patroling the
Denmark Straits, the Birmingham, Manchester and Arethusa
patroling between Iceland and the Faroes, and air reconnaissance
covering the Faroes to the Shetlands. The capital ships of the Home
Fleet at Scapa Flow had been divided into two squadrons. The
Hood and Prince of Wales were sent to Iceland prepared to swing
to either side of the island if the Bismarck came that way. The King
George V, Repulse, and the aircraft carrier Victorious left Scapa
Flow at 10:15 P.M. on the 22nd to cover from the Faroes south-
wards.
All day of the 23rd there was no news of the Bismarck. Then, at
7:22 P.M. the Suffolk sighted two ships that were without a doubt
the Bismarck and the Prinz Eugen. Messages were immediately sent
and soon the Norfolk joined the Suffolk in tracking the Bismarck.
The Hood and Prince of Wales, following the signals from the
tracking cruisers, left Iceland on a course which would bring the
Bismarck to action as soon as possible. At 5:35 A.M. on the 24th
the Bismarck was sighted by the Hood squadron and shortly there-
after the two squadrons entered into battle. The Bismarck chose
the Hood, much to the Prince of Wales' relief, as its target. Almost
from the beginning splashes from its 15 inch shells were seen rising
around the ship. The Hood was steering a direct course for the
Bismarck which in turn was showing her full broadside to the Hood.
Thus, though the Hood presented a smaller target she could only
bring her bow guns to bear on the enemy.
Three minutes later, with the range decreased considerably, Vice
Admiral Holland on the Hood ordered the ship to turn broadside
and bring all guns to bear on the enemy. However, at that moment,
a gigantic ball of fire roared up from the Hood--quickly changing
to a column of smoke that completely enveloped the ship. When
the smoke cleared, oil and scattered debris was all that marked the
spot where the Hood had been.
Before they could recover from the shock of seeing their com-
panion ship blown from the water, the men on the Prince of Wales
were brought under a heavy barrage of fire from the enemy ships.
After several minutes of battle it became apparent that the new
British battleship was no match for the Bismarck. With her upper
bridge destroyed and firepower reduced, Captain Leech wisely
retired from action behind a smoke screen.
When the news of the Hood's sinking reached the Admiralty
immediate steps were taken to bring the Bismarck to action again.
The Ramillies and the Rodney were ordered to leave the convoys
they were escorting and convergeon the Bismarck's known position.
Sir James Somerville's Force H of the Mediterranean Fleet, which
had previously been ordered to come into the Atlantic to help cover
convoys, was now also ordered to continue North to engage the
Bismarck if the German ship headed for France. Meanwhile, Sir
John Tovey on the King George V continued to make for the
enemy in company with the Repulse and the Victorious. At 10:30
P.M. on the 24th the Victorious sent her planes to strike the Bis-
marck, but the attack did not succeed in doing any significant
damage to the ship though one torpedo did find its mark. How-
ever, Sir John was not pessimistic. On his present course he would
engage the Bismarck by morning if the Norfolk, Suffolk and Prince
of Wales, who had joined the two cruisers, could continue to track
the Bismarck. But the Prinz Eugen had already broken away,
and at 3:00 A.M. on the 25th, in heayy seas and foul weather, the
Bismarck gave her trackers the slip.
Throughout the morning and afternoon of the 25th the British
Navy and Air Force searched for the Bismarck. Twice the enemy
battleship had broken radio silence, but for various reasons it was
not until 6:30 P.M. that the Admiralty ascertained that she was
headed in the general direction of the Bay of Biscay. All ships that
had fuel enough to continue the search converged toward this area
in the hope that the Bismarck's exact position would soon be
discovered. And fortunately at 10:30A.M. on the 26th coastal air-
craft located her steaming for France. By this time Force H was
fast approaching the Bismarck, and at 3 :20 P.M. the aircraft carrier
Ark Royal launched an unsuccessful air attack. At 7:00 P.M.
another strike by the Ark Royal's torpedo planes was carried out
in a last ditch attempt to slow up the Bismarck. There was prac-
tically no chance of aircraft torpedos ever sinking the giant ship,
but there was some hope that a lucky hit might slow her up enough
to allow another engagement by heavy British ships. And a lucky
hit it was that caught the Bismarck in thesternsectionand disrupted
her steering. With only emergency steering to aid her, the Bismarck
was forced to turn into the wind to reduce the force of the sea on
her stern.
At 8:43 A.M. on the 27th the Bismarck was sighted by the King
George 'V and the Rodney which had joined her shortly after the
Repulse had retired because of fuel shortage. Five minutes later
the two British ships opened fire almost simultaneously. For some
two minutes the Bismarck did not return their fire. When she did
she put the Rodney under a very accurate barrage. However; after
her first few salvos, her gunnery efficiency was observed to fall off
noticeably.
By 9:30 [Link] fires were discernible along the length of the
ship and the stern turret was the only turret still firing. By 10:OO
A.M. the Bismarck was reduced to a silent wreck belching forth
clouds of smoke and flame. But the wreck continued to float.
The distinction of sinking the Bismarck was left to the cruiser
Dorsetshire which fired three torpedoes at the ship from close range.
The ship rolled slowly over to port and turned bottom up. Moments
later the Bismarck slid silently beneath the waves.
All" rn",L. .,m.n
cnpp* I I I SY~W~ Y. n
l l l Ul l l l l l "8," mnnr
Actual events of the Bismarck episode-May 23-27,1941
SHIP MAX. SPD. MAIN GUNS SEC. ARMAMENT
(Knots) No. SIZE No. SIZE
Bismarck 32 8 15" 12 6"
King George V 30 10 14" 16 5%"
Prince of Wales 30 lo* 14" 16 5%"
Hood 32 8 15' 12 5%"
Rodney 23 9 16" 12 6"
Ramillies 21 8 15" 12 6'
Renown 29 6 15" 20 4%"
Repulse 29 6 15" 12 4"
*Newly commissioned-guns not completely functioning properly.
HISTORICAL COMMENTARY AND NOTES
The Bismarck was the pride of the German Navy. Over 800 feci
langanl! displacing more than 45,000 IOns she was, next \0 the Hood,
the largest warship afloaf . Mounting cigh! I S inch guns, heavil y
armored and well broken in. there was not a ship in the world that
could stand up to her alone.
NoW-tMay 22, 1941- the was at sea.
The Bri tish Admiralty, with the recent rampage of the Scharn
horsl and Gncisenau slill fresh in their mind, swung inlo aClion.
The plan of action devised earlier by Sir John Tovey, Commander
in Chief of the Home Fleet, to stop a breakout of the Bismarck into
the Atlantic was put into effect.
Si r John had the cruisers Norfolk and Suffolk palroling the.
Denmark Straits, the Birmingham, Manchester and Arelhusa
palfoling Iceland and the Faroes, and air reconnaissance
wvering the Farces to the Shetlands. Thecapital ships of the Home
at Scapa Flow had been divided into two squadrons. The
Hood and Prince of Wales were to Iceland prepared to swi ng
10 either side of the island if the Bismarck came that way. The King
George v, Repulse. and the aircraft carrier Victorious left Scapa
Flow at 10:15 P.M. on the 22nd to cover from the Farces south-
wards.
All day of the 2)rd there was no news of the Bismarck. Then, at
7:22 P. M. Ihe Suffolk sighted two ships that wt:re wit hout a doubt
the Bismarck lind the Prinz Eugen. Messages were immediately sent
and soon the Norfolk joined the Suffolk in tracking the Bismarck.
The Hood and Prince of Wales, following the signals from the
tracking cruisers, left Iceland on a course which would bring the
Bismarck to action as soon as possible. At S :)5 A. M. on the 24th
the Bismarck was sighted by the Hood squadron and short ly there-
after the two squadrons entered into battle. The Bismarck chose
the Hood, much to Ihe Pri nce of Wales' relief, as its target. Almost
from the beginning splashes from its 15 inch shells were seen rising
around the ship. The Hood was steeri ng a direct course for the
Bismarck which in turn was showi ng her full broadside to Ihe Hood.
Thus. though the Hood presented a smaller largel she could only
bring her bow guns to bear on the enemy,
Three minutes laler, with the range decreased considerably, Vice
Admiral Holland on the Hood ordered the ship to turn broadside
and bring all guns to bear on the enemy. However, at that moment,
a gigantic ball of fire roared up From the Hood-quickly changing
to a column of smoke thaI completely enveloped the s hip. When
the smoke cleared, oil and scattered debris was all that marked the
spot where the Hood had been.
Before they could recover from the shock of seeing their com-
panion ship blown from the water,t he men On the Pri nce of Wales
were brought under a heavy oorrage of fire from the enemy ships.
After several minutes of battle il became apparent that the new
British battleship was no match for the Bismarck. With her upper
bridge destroyed and firepower reduced, Captai n Leech wisely
retired from action behind a smoke screen,
When the news of the Hood's sinking reached the Admiralty
immediate steps were taken to bring the Bismarck to aeti on again.
The RamilJies and Ihe Rodney were ordered to leave the convoys
they were escorting and convcrgeon the Bismarck'sknown position.
Sir Ja mes Somerville's Force H of the Mediterranean Fleet, which
had previously been ordered to come into the Atlantic to help cover
was now also ordered 10 continue North to engage the
Bismarck if the German ship headed for France. MellOwhile, Sir
John Tovey on the King George V continued to make (or the
enemy in company with the Repulse and the AI 10: 30
P.M. on the 24th the Victorious scnt her planes to strike the Bis-
marck, but the attack did not succeed in doing any significant
damage to the ship though one torpedo did find its mark. How-
ever, Sir John was not pessimistic. On his present course: he would
engage the Bismarck by morning if the Norfolk, Suffolk and Prince
of Wales, who had joined the two cruisers, could continue to track
the Bismarck. But the Prinz Ellgen had already broken away,
and at 3:00 A.M. on the 2Sth, in heavy seas and foul wealher, tbe
Bismarck gave her trackers thc slip .
Throughout the morning and afternoon of the 25th the British
Na.v)' and Air Force seoro;hed for the Bismarck. Twice Ihe enemy
battleship had broken radio silence, but for various reasons it was
not until 6:)0 P.M. that the Admiralty ascertained Ihat she was
headed in the general direction of the Bay of Biscay. All ships that
had fuel enough to contin ue the search converged toward thi s area
in the hope Ihat the Bismarck's exact position would soon be
discovered. And fortunately at 10:30 A.M. on the 26th coastal air-
craft located her steaming for France. By thi s time Force H was
fast approaching the Bismarck, and at ) :20 P.M. the aircraft carrier
Ark Royal launched an unsuccessful ai r attack. At 7:00 P. M.
anot her stri ke by the Ark Royal's torpedo planes was carried out
in a last ditch attempt to slow up the Bi smarck. There was pmc-
lically no chance of ai rcraft lorpedos cver sinki ng the giant ship,
but there was some hope thai a lucky hit might slow her up enough
to allow another eng:lgemenl by heavy Brit ish ships. And a lucky
hi t it was that caught the Bismarck in the stern section and disrupled
her steering. With only emergency stcC'ringt o aid her, the Bismarck
was forced to turn into the wind to reduce the force of the sea on
her siern.
AI 8:43 A.M. on the 27th the Bismarck was sighted by the King
George 'V and the Rodney which had joined her shortly after the
Repulse had retired because of fuel shortage. Five minutes raler
Ihc two British ships opened lire aln)ost simultaneously. For some
two minutes Ihe Bismarck did not return their fire. When she did
she pUI the Rodney under a very accurate barrage. However; after
her firsl few salvos, her gunnery efficiency was observed to fall off
noticeably.
By 9:30 A.M. many fires were discernibl e along the length of the
ship and the stern turret was the only turret still firing. By 10:00
A.M. the Bisman;:k was reduced to a silent wreck belching forlh
douds of smoke and flame. But the wreek continued to fl oat.
The distinction of sinking the Bismarck was left 10 the cruiser
DorselShire which fired three torpedoes at the ship from closerangc.
The ship rolled slowly over to port and turned bottom up. Momenls
later Ihe Bismarck slid silently beneath the waves.
.'"
'"
" .... .... ,
'. ,
--... ..
-_ ... ..
.-
events oJ tile Bismaftlt epilOde-M., 2321,1941
SHIP MAX. SPD. MAIN GUNS SEC. ARMAMENT
(Knots) No. SIZE No. SIZE
Bi smarck 32 8 ". 12
"
King George V JO 10 14'
"
51,4"
Prince of Walcs JO 10'
'"
16 5',4"
Hood 32 8 ". 12 5\1t"
Rodney 23 9
'"
12
" Rllmillies 21 8
'"
IZ
" Renown 29 6 ". 20 4th"
Repulse 29
,
'"
12
"
Newly commissioned- guns not completely functioning properly.
The following is an example of a few rounds of battle as they
might actually occur. Hits have been arbitrarily administered for
purpose of illustration. Hit Record shown at end of each round
example shows accumulative effects of battle.
After both players place their ships (shown by the dash s h ~p oui i nes) on the Battle
Board, Blue moves the Hood into B-range of the Bismarck's startlng posit~on. The
B~smarck cannot now move Into the Hood's A-range on this turn but i t can move t o
another square i n [Link]. Both ships are now bow t o bow. Since only bow turrets
may fire i n bow to bow facing, the salvo count IS: Hood-5 die rolls; Bismarck-
6 die rolls.
Battle Results: The Hood incurs 2 bow turret hits; the Bismarck incurs 1 bow
turret hit.
BISMARCK mmm D ~ ~ ~ ~ I ~ I I I I I I I I I
The Hood closes t o A-range. The Bismarck then swings around t o a bow to broadsida
facing reducing i t s firepower but providing a smaller target. The Hood wi l l be facing
broadslde t o bow and wi l l be able t o use i t s starboard secondary armament. Salvo
count: Hood-10 die rolls (3 bow. 2 starboard secondary armament, 5 stern);
Bismarck-5 die rolls.
Battle Results: The Hood incurs 2 starboard secondary armament and 1 midships
hit; the Bismarck incurs 3 bow turret hits.
BISMARCK CI! U
PRINCE OF WALES rrrrn m m ~1117 rrrm
The Hood moves 1 square and turns itself around so its starboard secondary arma-
ment cannot receive additional hits, showing the Bismarck i t s port side instead. The
Bismarck then places itself somewhat behind the Hood-both ships are now broadslde
to broadside. Salvo count: Hood-10 (3 bow, 2 port secondary armament, 5 stern);
Bismarck-10 (2 bow, 2 starboard secondary armament. 6 stern).
Battle Results: The Hood incurs 1 bow turret. 2 port secondary armament. 1
stern and 1 m~dshi ps hit; the Bismarck incurs 2 starboard secondary armament. 2
stern and 2 midships hits.
BISMARCK vlNHill m w ppI7-Tr1 I -
PRINCE OF WALES rrrm m m [m rrrm
HOOD a @Z e83 c?Tm
At the start of Round 4, Biue brings on the Prince of Wales that has been on the
Search Board one zone away since the start of battle. I t is placed on the East side
of the Battle Board since that was i t s direction of movement on the Search Board.
The Hood and Prince of Wales move first. The Prince of Wales i s not allowed to
move toward the Bismarck because ~t hasn't yet fought from B-range. The Bismarck
moves last as always, movlng to B-range on both Br~t t sh sh~ps. Salvo count:
Hood-6 (2 bow, 4 stern); Prince of Wales-5; Bismarck-6 (2 bow, 4 stern with only
the stern turrets allowed to fire on the Pr~nce of Wales).
Battle Results: The Hood incurs 1 bow. 1 stern turret hit; the Bismarck incurs 2
stern and 1 starboard secondary armament hi t which becomes a midships hi t instead
since the starboard secondary armament was knocked out i n a previous round.
BISMARCK - [17 F' Fl 1 -
PRINCE OF WALES m m m rm rrrm
HOOD k%@ZO &3 @I I E BBD
The Hood, badly damaged. moves out of range. The Prince of Wales closes. B i t the
Bismarck goes after the Hood and moves back i nt o B-range on the Hood; A-range on
the Prince of Wales. Al l ships are now broadside t o [Link] count: Hood
-4 (1 bow. 3 stern); Prince of Wales-12 (5 bow. 2 secondary armament-port
or starboard at Blue's choice. 5 stern); Bismarck-6 (2 bow, 2 port secondary
armament-directed on the Prince of Wales only, 2 stern).
Battle Results: Hood sunk (The Bismarck h i k the Hood's port secondary arma-
ment which becomes a midships hi t instead); Bismarck-1 bow, 2 port secondary
armament, 2 midships hits; Prince of Wales-1 bow. 2 midships. 2 secondary
armament with Blue choosing t o record them as 1 port and 1 starboard armament
hi t since i n the above diagram i t i s not apparent which side of the Prince of Wales
i s facing the Bismarck.
BISMARCK RRnnRn @Ti3 kQ L3ZZUl
PRINCE OF WALES rn m m 1 m~
HOOD Rmhl K 0 m E!Dn Q l a
At the conclus~on of this Round Red decides the Bismarck i s too badly dai aged
t o continue. He hopes for a withdrawal through Chance Table play. He rolls the die
-and gets a 2. I n this case, players do not go t o Round 6 but remove the ships
from the Battle Board and revert to area search. Step 1.
The following is an uampk of a (ew rounds of battle as the)'
might aClIlatty occur. Hits have been arbitrarLly administered for
purpose of illU5tflltion. I-l il Record shown at end of each round
exampl e shows accumulati ve effects of battl c.
lound 1 ,
I
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Atw bolt! J!IC<I 1fI." ... (Jh .... ft \lor Ihi dl '" ",,'P ,"il,""I "" !hnl.
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Cl Mol _ ...... 1 ' .'0 Il'o 1l00d I . ro nCI on lu'. ,I CI" "' .... Iio
llIOt/IIr "' .... ,. ,. a " ' I I. 60111 III' PI lie ..... bow ' 0 bow. S, ... onl , _
"'"' rIle ,n _ 10 _ ' .. 'nc. Ihl .. 1. 0 to".1 II . HOOd-5 dll ,otb; 6"",.,,"_
6 d,. '0111
[Link], RI,.lts: flo, HOOd ,ftC",. 1 _ I"'M lIill . BI" ... ,.I ,.,.'" 1 _
1.".1 bit.
BI SMARCK
PRINCE or WALES
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<111 '011.
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hit. ",. Bi.", .. c_ i n, ... 1 _ .. I II,,,.
BISMARCK
PRINCE or WALES
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minI connol "':1'" odd,tlonii ,h, e""'"fC_ ,10 po,1 .. 0. '.IIII U. Tk.
pl . .. , 1, .. 11 _h'l bek;Ad IU HOOd_both oil'" .,. nO. ..-_",
t. Wood" . 511000 "",n': Hoo<I-IO n """. 2 """ ." ... "".1. 5 Ii"nl :
610"," , __ 10 12 _ . 2 .lo,boI'a ...... a.,., 1I",.""nl. Ii >llfnJ.
B.m. Ru.ll1, Til, HDOd 'OCUrt 1 _ ,urrll . 2 ,,, .. , 1K00d. ,., .. ml",".I.
01.,. ,nd 1 ",ldlh'a' hit: 'h. In,u" 2 Itllboi,d socond. ,., "","",".t. 2
.te,n I na 2 hill.
BISMARCK W'" ...tirrJ
PRINCE OF WALES CIIID
HOOD
4 ,
A, tilt "'" 01 """"'" St.,. """II ... I ... ' "nt. oj WOlts 11401 .,., Moon an Ihl
Surd! iIoo!a "", , ......... ., ... Ih' 101 1M1t1, It '. .... U.I OIl ... ,.
Of Ito, 11.0111, B",,'G , ..... , .... 11:1 4" .. 1_ 0' "'_"'to! Oft t'" S .. a .. ,a
.... _ a P"n "' WII .. ""' ... fo'JI 1ft. .. 01 WII" \I ... , .U_ 10
"' ..... I_lid bf\:lull II hun' ,II l"",nl II"", B' ''",I Ih' 81,,,," , ,-
fI'iO'H' I .. t .. II " ., ....... 'n' I ' ""1' on bolh 6""," .11'0' <Oll nl ;
H __ 6 (2 ""'" ,tim); P,w," 01 WII .. _5. a .. ", .. ck-6 12 bow 4 II". ".1,
II". lu"'" 1110" '" to I", "" "'" P,I" ... 1 WI+ eo.)
811t1. [Link],. Inl " ""'" I...:.," I bow 1 ".f. 1."., h" . the a ..... '<1 ,"'." 2
..... ,n<! 1 , flrtIolo,d H<[Link] """"'onl He"", , [Link]
".,. 1&0 ' '',boo,4 "".onlll'1 "". .. ch" ", ""'0'" .. "no
BI SMARC K
PRINCE OF WAlES
HOOD
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-, I1I' c:I1Il
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Round 5 :
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n l HOOII. bldl , 1II111'lod. "' .... 1 .. I 01 fI'I' T,,- Pro",o 01 WII" ,1011'. a", III.
Sil""l<l 1011 .111, HOOd UG _ .. bid ,ft'" 6 ,.n,. "" Iii. H ..... : ""
110. Pto"" . 1 Wot.s. AU sIIi " "' .... Ior .. d"." 10 ...... IIdo,S, "'" .""ft!. HOOd
_0 II looN. l I II,n); PIin., '" WII .. _ IZ {S bow. 2 _fUry " .... ""nl-PO'I
0< It.o,lIoo.d " 810., ' 1 dloo<l. 5 R' '''' .. '.--& (2 110.. . 2 port _"""",
........ "'-4' ...: lod "" "'" 'Ii .... ,f W. I .. onl,. 2 01.10)
all'" RhUnO: HOOII ,,,._ (lh 11111\1"_ "'" 1100<1' , "'" "" dory 1111\1
.,,"' btco", ... "'i ..... ' PS In" .. dl; RII","rck_1 bfto. 2 port HCOfId. oy
"","mlnl. Z ",Idlh,,,, P,i"," 01 WI I .. _I """. 2 Z _Gndory
"",""".t wllh Blu, <h_ln, 10 ' Ko.d Ih.", .. 1 110'1 ond I . 1 .. DOltd ,,"'""'ont
l iA<I In """"" dill"'" it I. nol lapo".1 which "d, 01 thl " In" .1 W.I ..
i. Il<lo( thl l il"'lftk.
BISMARCK
PRINCE or WALES
ilZ ",,",...w
iD =
"" "" w;:=
., Ino WIld .... ." '" ", .. 11' '" .... Rod doe;6u ,hl B,.",." k II too bodl, dl';"lod
I. continuo H. _ rOt . .. '''''' ..... 1 CIII.C<I loDI. pll, H. ,DlI. til, dl,
_I.d III, I 2. I. "'" "". al ' ,lfI do nOI 10 '0 Rou nd 6 b.' .. "' .... thl 1"'Pt:
iro", Ih' BoHI, aOl.d I.d .ont! 10 ... ...... 11 . St.p I .