Task Force, designed by Joseph M. Balkoski, was published by SPI in 1981, and is a simulation of naval combat in the 1980's on an operational and tactical scale, portraying key ships of a number of fleets from around the world. It is moderately complex but a great simulation and even a major campaign can be played in about 6 hours. The game contains two copies of three maps, covering the Caribbean, the GIUK gap in the North Atlantic and the Mediterranean Sea east of Malta. Each hex represents 25 nautical miles and game turns are 2 hours long. Task Force is played with 'limited intelligence' between players. Both players receive identical maps on which their groups operate, but your map must not be seen by your opponent, like Yaquinto's 'CV'. As with most naval wargames, the fleet counters are numbered and the individual ships and subs are located on a separate holding display. The rules are excellent, being both comprehensive and concise (only 16 pages, plus four pages of scenarios), with a programmed learning approach that allows for a fairly rapid advancement. Each level of rules comes with its own scenarios. There are 2 Introductory, 2 Basic, 4 Intermediate and 5 Tournament scenarios. Solitaire suitability is very low in the game as it stands, although I hope to develop solitaire rules based on the system used in VG's 'Carrier'. The counters for ships and subs and a nice size 1 inch x ½ inch. They are colour-coded (blue=US; green=NATO; red=Soviet/Cuban; and other colours for minor nations) and have the silhouette in black on the Combat side and white on the Electronics side. Also on the combat side, the counters also have ratings for ASW, AA, Gunnery, Torpedo and Jamming, as well as the type and number anti-ship missiles they unit is carrying. On the Electronics side there are its ASW capability, its floatation value and the number and type of helicopters it carries. Task forces are in either 'Normal' or 'Emissions Controlled (EMCOM)' mode, and subs are either 'Shallow' or 'Deep'. Air units are represented by ½ inch square counters and represent groups of aircraft, in Combat, Electronic Warfare, Airborne Early Warning, ASW, and Reconnaissance. Each player has Igo-Ugo before moving on to the next phase. The Advanced Game Turn goes like this: A. Random Events Phase [Weather, command control loss] B. Long Range Patrol Phase [Strikes by maritime B-52's and Backfires] C. Air Operations Phase 1. Airbase status segment 2. CAP segment 3. Strike segment 4. Patrol segment D. SOSUS Phase [detection of Soviet subs] E. Group Status Phase [rearrange your ships and subs] F. Action Phase 1. Movement 2. Active Search 3. Active ASW Search 4. Helicopter Search 5. Helicopter ASW Search 6. Task Force Passive Search 7. Sub Passive Search 8. Gunnery Combat 9. SSM combat 10. ASW combat 11. Torpedo combat G. Emission Detection Phase [Active radar/sonar task forces are revealed] H. Terminal Phase [Land CAPs] Each task force has a Leader counter of Rear Admiral, Commodore or Captain with a command value of 2, 1 and zero respectively. The number of actions that you are able to perform is limited to 1D6 plus the command value of that particular task force's leader. Additionally, you can only do ONE movement, gunnery, SSM, ASW and torpedo action per task force each turn. Movement is 2 hexes (=25knts) for a surface unit, 1 hex (=12.5knts) for a sub unit. I believe that the movement of subs is too slow, at least for SSNs. Thus I have a 'house rule' that SSNs (not SS) can move 2 hexes, provided that they are in 'Deep' mode - this gives them a more realistic 25knts without cavitating. Like most naval games the key is to find them and hit them before they find and hit you, and there are a wide variety of searches possible, some of which expose you to being more easily located yourself. There are no player aid cards in this game. Normally, that would be a cause for criticism but not in this case because ALL the information that you need is already located on the ship playing pieces. There are no CRTs, but each ship, sub and air unit and anti-ship missile has its own 'To Hit' and defensive die rolls already printed in them. You simply look at the relevant number and roll the die. Perfect in its simplicity. But simple does not mean unrealistic. This game is still an excellent simulation of naval warfare in the 1980's, when things we now take for granted, like Ticonderoga-Class cruisers and Tomahawk missiles, were only just about to enter service with the US Navy. Even after 20 years, it is still great fun to play and if you can pick it up second-hand it is well worth the effort. Peter Phelps