Fleet Size: 200 points/25 units. Restrictions: 1) Your fleet must include a minimum of 2 battleships (as defined by the card’s ship type and each battleship costing no more than 48 points) and 5 destroyers. All units must be 1940 or earlier. 2) Historical class limits as defined in the most recent update (3 Dec 2011) are in effect (e.g., only 2 OI class ships or 1 Aquila class ship are allowed). If using any of the Fleet Expansion Decks, you must comply with the most recent Forumini class limits list (9 Nov 2015). 3) No nationality restrictions except that an Axis fleet can only contain Axis or neutral units and an Allies fleet can only contain Allies or neutral units. Axis or Allies allegiance is defined by the card color. EXCEPTION: For this scenario, French units are considered Axis units only (i.e. Vichy French) 4) You may use units from Team Poseidon's, Team Neptune’s, Team Aegir’s, and Team Kraken’s Fleet Expansion Decks. If using proxy figures, that figure as itself cannot appear in your fleet. Map: Roll for map – 1-3 is Map 1, 4-6 is Map 3. Roll for squalls. Victory Conditions: You win by being the first player to score 300 points at the end of the turn. Each objective is worth 100 points. Each destroyed enemy unit is worth its point value. If your enemy has no ships in play at the end of the turn other than ships with No Sea Control (Submarines and Aircraft don’t count as ships), then you score 100 bonus points -- per recent clarification, each player can receive this bonus once per game. Special Rules: 1) “Aerial Mining”: Each player can mine one empty (no islands or ships present) sector for free on the other player’s side of the map after all units have been deployed but before the first turn. Mines - Whenever a Ship enters the mined sector, roll a die. On a 1, the Ship takes 1 point of hull damage. On a 2, the Ship takes 2 points of hull damage. Torpedo defense works against this damage. 2) “Historical Significance”: A player gains 5 bonus points for each named ship in their fleet from the following list up to a maximum of 20 points: AXIS: Bretagne, Provence, Dunkerque, Strasbourg, Commandant Teste; ALLIES: Hood, Valiant, Ark Royal, Enterprise 3) Land airbases have a capacity of 7 aircraft (this limit includes aircraft with loiter ability). Clarification: A6M2-N "Rufe" do not count against the land air base capacity but are limited to 4 per island sector. 4) Advanced rules (except darkness) from the newest rule book are in effect. The AAM WAS Clarification from 24 Aug 2011 will be in effect as will the Forumini errata (7 Jun 2015) for sets A to C. 5) Additional Clarifications in reference to Installations: a) Installations are not a ship type. There is a 1/sector stacking limit for Installations. b) Landing and Beach Landing are the two SAs that allow an attempt to invade an installation (Secret Cargo, Vital Cargo, Tokyo Express, and Evacuate do not). A unit can score VP from its Landing or Beach Landing SA and 'invade' the Installation on the same turn. c) The presence of an installation in a sea sector (if it can’t be placed in an island sector) doesn't affect line of sight into, out of, or through that sector.
I haven't been updating this like I should. We have been playing almost consistently monthly since the first posting. Here are the scenarios from our last three monthly events (every third Sat) to wet people's appetites. If interested in getting on our mailing list, just send me your email address via Forumini messages.
19 Jan 2019 Sirte – An Uneventful Engagement Fleet Size: 200 points/25 units. Restrictions: 1) Your fleet must include at least 4 Cruisers and 4 Destroyers. You can include up to 2 submarines. No carriers or installations allowed. All units must be 1941 or earlier. 2) Historical class limits as defined in the most recent update (3 Dec 2011) are in effect (e.g., only 2 OI class ships or 1 Aquila class ship are allowed). If using any of the Fleet Expansion Decks, you must comply with the most recent Forumini class limits list (20 Feb 2018). 3) No nationality restrictions except that an Axis fleet can only contain Axis or neutral units and an Allies fleet can only contain Allies or neutral units. Axis or Allies allegiance is defined by the card color. 4) You may use units from Team Poseidon's, Team Neptune’s, Team Aegir’s, Team Kraken’s, and Team Ryujin’s Fleet Expansion Decks If using proxy figures, that figure as itself cannot appear in your fleet. Map: Roll for Map – 1-3 is Map 2, 4-6 is Map 4. No Squalls. Twilight in effect (starts in daylight then turns to darkness on turn 3). Victory Conditions You win by being the first player to score 300 points at the end of the turn. Each objective is worth 100 points. Each destroyed enemy unit is worth its point value. If your enemy has no ships in play at the end of the turn (Submarines and Aircraft don’t count as ships), then you score 100 bonus points -- per recent clarification, each player can receive this bonus once per game. Special Rules: 1) “Historical Significance”: A player gains 5 bonus victory points for each named ship in their fleet from the following list up to a maximum of 25 points: AXIS: Littorio, Andrea Doria, Giulio Cesare, Caio Duilio, Gorizia, Trento, Alfredo Oriani, Duca d'Acosta, Raimondo Montecuccoli, Ascari, Camicia Nera, ALLIES: Penelope, Euryalus, Carlisle, Nizam, Legion, Isaac Sweers 2) “Caution”: All battleships and cruisers gain this special ability - Avoid Engagement: At the end of the sea movement phase, if there are any enemy ships within range 3 of this unit, you may move this unit 1 sector away from the nearest enemy ship. If this ability is used, this unit may not claim an objective on the same turn. 3) Land airbases have a capacity of 7 aircraft (this limit includes aircraft with loiter ability). Clarification: A6M2-N "Rufe" (or any aircraft with “sea-basing”) do not count against the land air base capacity but are limited to 4 per island sector. 4) Advanced rules (except weather) from the newest rule book are in effect. The AAM WAS Clarification from 24 Aug 2011 will be in effect as will the Forumini errata (7 Jun 2015) for sets A to C.
16 Feb 2019 [our best attended event] Going Dutch First Fleet Size: 200 points/25 units. Restrictions: 1) Your fleet must include at least 4 Cruisers and 6 Destroyers. No battleships, carriers, submarines, or installations allowed. All units must be 1942 or earlier. 2) Historical class limits as defined in the most recent update (3 Dec 2011) are in effect (e.g., only 2 OI class ships or 1 Aquila class ship are allowed). If using any of the Fleet Expansion Decks, you must comply with the most recent Forumini class limits list (20 Feb 2018). 3) No nationality restrictions except that an Axis fleet can only contain Axis or neutral units and an Allies fleet can only contain Allies or neutral units. Axis or Allies allegiance is defined by the card color. 4) You may use units from Team Poseidon's, Team Neptune’s, Team Aegir’s, Team Kraken’s, and Team Ryujin’s Fleet Expansion Decks If using proxy figures, that figure as itself cannot appear in your fleet. Map: Roll for Map – 1-3 is Map 1, 4-6 is Map 3. Roll for squalls. Twilight in effect (starts in daylight then turns to darkness on turn 4). Victory Conditions You win by being the first player to score 300 points at the end of the turn. Each objective is worth 100 points. Each destroyed enemy unit is worth its point value. If your enemy has no ships in play at the end of the turn (Submarines and Aircraft don’t count as ships), then you score 100 bonus points -- each player can receive this bonus once per game. Special Rules: 1) “Historical Significance”: A player gains 5 bonus victory points for each named ship in their fleet from the following list up to a maximum of 25 points: AXIS: Nachi, Haguro, Naka, Jintsu, Samidare, Yukikaze, Hatsukaze, Asagumo, Murasame; ALLIES: Exeter, Houston, DeRuyter, Java, Perth, Witte de With, Electra (if you use multiples of the same name, you only earn bonus points once). 2) “Bad Shots”: On turns 1 and 2, all ships suffer -1 on each gunnery dice and reduce # of torpedo dice by 1 (to a min of 1). 3) “Smoking”: Every destroyer without the “Lay Smoke Screen” ability gains the ability once per game to place smoke in the same sector per the normal rules for Lay Smoke Screen. 4) Land airbases have a capacity of 7 aircraft (this limit includes aircraft with loiter ability). Clarification: A6M2-N "Rufe" (or any aircraft with “sea-basing”) do not count against the land air base capacity but are limited to 4 per island sector. 5) Advanced rules from the newest rule book are in effect. The AAM WAS Clarification from 24 Aug 2011 will be in effect as will the Forumini errata (7 Jun 2015) for sets A to C.
16 Mar 2019 A Second Round for Sirte Fleet Size: 200 points/25 units. Restrictions: 1) Your fleet must include at least 3 Cruisers and 5 Destroyers. You can include up to a maximum of 1 Battleship and 1 submarine. No carriers or installations allowed. All units must be 1942 or earlier. 2) Historical class limits as defined in the most recent update (3 Dec 2011) are in effect (e.g., only 2 OI class ships or 1 Aquila class ship are allowed). If using any of the Fleet Expansion Decks, you must comply with the most recent Forumini class limits list (20 Feb 2018). 3) No nationality restrictions except that an Axis fleet can only contain Axis or neutral units and an Allies fleet can only contain Allies or neutral units. Axis or Allies allegiance is defined by the card color. 4) You may use units from Team Poseidon's, Team Neptune’s, Team Aegir’s, Team Kraken’s, and Team Ryujin’s Fleet Expansion Decks If using proxy figures, that figure as itself cannot appear in your fleet. Map: Roll for Map – 1-3 is Map 2, 4-6 is Map 4. Roll for Squalls. Daylight. Victory Conditions You win by being the first player to score 300 points at the end of the turn. Each objective is worth 100 points. Each destroyed enemy unit is worth its point value. If your enemy has no ships in play at the end of the turn (Submarines and Aircraft don’t count as ships), then you score 100 bonus points -- per recent clarification, each player can receive this bonus once per game. Special Rules: 1) “Historical Significance”: A player gains 5 bonus victory points for each named ship in their fleet from the following list up to a maximum of 25 points: AXIS: Littorio, Gorizia, Trento, Alfredo Oriani, Giovanni Delle Bande Nere, Ascari; ALLIES: Penelope, Euryalus, Carlisle, Legion, Upholder. If you use multiple of the same name, you only earn bonus points once. 2) “Smoking”: All Cruisers and every destroyer without the “Lay Smoke Screen” ability gains the ability once per game to place smoke in the same sector per the normal rules for Lay Smoke Screen. 3) Land airbases have a capacity of 7 aircraft (this limit includes aircraft with loiter ability). Clarification: A6M2-N "Rufe" (or any aircraft with “sea-basing”) do not count against the land air base capacity but are limited to 4 per island sector. 4) Advanced rules (except darkness) from the newest rule book are in effect. The AAM WAS Clarification from 24 Aug 2011 will be in effect as will the Forumini errata (7 Jun 2015) for sets A to C.
New Event 20 Apr 2019 Noon Ten-Go or Heaven One Fleet Size: 300 points/25 units. Restrictions: 1) Your fleet must include at least 1 Battleship and 4 Destroyers. No submarines or installations are allowed. Also the USS Midway, Me 262, and Meteor F Mk III are not allowed. All units must be 1945 or earlier. 2) Historical class limits as defined in the most recent update (3 Dec 2011) are in effect (e.g., only 2 OI class ships or 1 Aquila class ship are allowed). If using any of the Fleet Expansion Decks, you must comply with the most recent Forumini class limits list (20 Feb 2018). 3) No nationality restrictions except that an Axis fleet can only contain Axis or neutral units and an Allies fleet can only contain Allies or neutral units. Axis or Allies allegiance is defined by the card color. 4) You may use units from Team Poseidon's, Team Neptune’s, Team Aegir’s, Team Kraken’s, and Team Ryujin’s Fleet Expansion Decks If using proxy figures, that figure as itself cannot appear in your fleet. Map: Roll for Map – 1-3 is Map 1, 4-6 is Map 3. Roll for Squalls. Daylight. Victory Conditions You win by being the first player to score 450 points at the end of the turn. Each objective is worth 150 points. Each destroyed enemy unit is worth its point value. If your enemy has no ships in play at the end of the turn (Submarines and Aircraft don’t count as ships), then you score 150 bonus points -- per recent clarification, each player can receive this bonus once per game. Special Rules: 1) “Historical Significance”: A player gains 5 bonus victory points for each named ship in their fleet from the following list up to a max of 20 points: AXIS: Yamato (either version), Yahagi, Yukikaze, Isokaze; ALLIES: Massachusetts, Missouri, New Jersey, South Dakota, Wisconsin, Essex, Bunker Hill, Hornet (CV-12 version only), Belleau Wood, Alaska. If you use multiple of the same name, you only earn bonus points once. 2) “Grounding”: If a battleship starts the sea movement phase in a sector adjacent to an island sector that is within two rows of the enemy deployment zone, that ship may "ground" itself instead of moving and score 100 bonus victory points. If grounded, the ship has a speed of 0 and cannot be damaged by torpedo attacks. Line of sight to and from the ship is affected by the adjacent island sector as normal. This victory point bonus can only be earned once per game by each player. 3) “Kamikaze Attack”: Starting on turn 3, a player make convert a max of 3 fighters into Special Attack Aircraft with the following stats: Armor 5, Vital 5, Hull 1, Bomb 9 (cannot be modified by any ability). This conversion must be declared when the aircraft is placed. Once converted, this unit is destroyed at the end of the Air Attack phase whether aborted or not. 4) Land airbases have a capacity of 7 aircraft (this limit includes aircraft with loiter ability). Clarification: A6M2-N "Rufe" (or any aircraft with “sea-basing”) do not count against the land air base capacity but are limited to 4 per island sector. 5) Advanced rules (except darkness) from the newest rule book are in effect. The AAM WAS Clarification from 24 Aug 2011 will be in effect as will the Forumini errata (7 Jun 2015) for sets A to C.
Operation MO Fleet Size: 200 points/25 units. Restrictions: 1) No battleships, submarines or installations allowed. Your fleet must include at least 2 carriers, 2 cruisers, and 2 destroyers. All units must be 1942 or earlier. 2) Historical class limits as defined in the most recent update (3 Dec 2011) are in effect (e.g., only 2 OI class ships or 1 Aquila class ship are allowed). If using any of the Fleet Expansion Decks, you must comply with the most recent Forumini class limits list (20 Feb 2018). 3) No nationality restrictions except that an Axis fleet can only contain Axis or neutral units and an Allies fleet can only contain Allies or neutral units. Axis or Allies allegiance is defined by the card color. 4) You may use units from Team Poseidon's, Team Neptune’s, Team Aegir’s, Team Kraken’s, and Team Ryujin’s Fleet Expansion Decks If using proxy figures, that figure as itself cannot appear in your fleet. Map: Roll for Map – 1-3 is Map 1, 4-6 is Map 3. Daylight. No Squalls. Victory Conditions: You win by being the first player to score 300 points at the end of the turn. Each objective is worth 100 points (see Special Rules). Each destroyed enemy unit is worth its point value. If your enemy has no ships in play at the end of the turn (Submarines and Aircraft don’t count as ships), then you score 100 bonus points -- per recent clarification, each player can receive this bonus once per game Special Rules: 1) “Historical Significance”: A player gains 5 bonus victory points for each named ship in their fleet from the following list up to a max of 30 points: AXIS: Tenryu, Shoho, Aoba, Kinugasa, Furutaka, Shokaku, Zuikaku (either version), Myoko, Haguro, Shigure; ALLIES: Yorktown, Lexington, Portland, New Orleans, Neosho, Phelps, Monaghan, Australia. If you use multiple of the same name, you only earn bonus points once. 2) “Clash of the Carriers”: All carriers gain “No Sea Control” (these units can’t claim objectives). Objective Rules: Each player places 1 objective token on two of their carriers. Place the 3rd objective in the center of the map per normal rules. Players score objective points by destroying the designated enemy carriers and also claiming the 3rd objective. 3) Land airbases have a capacity of 7 aircraft (this limit includes aircraft with loiter ability). Clarification: A6M2-N "Rufe" (or any aircraft with “sea-basing”) do not count against the land air base capacity but are limited to 4 per island sector. 4) Advanced rules (except darkness and weather) from the newest rule book are in effect. The AAM WAS Clarification from 24 Aug 2011 will be in effect as will the Forumini errata (7 Jun 2015) for sets A to C.
Operation Catapult (Battle of Mers-el-Kebir) Fleet Size: 200 points/25 units. Restrictions: 1) Your fleet must include a minimum of 1 battleship (as defined by the card’s ship type), 1 Carrier, and 2 destroyers. Any battleship in your fleet cannot cost more than 48 points. Each fleet is allowed a maximum of one shore battery or one Oscarborg Fortress (The fortress is only an option for an Allies fleet). Maximum of 2 subs. All units must be 1940 or earlier. 2) Historical class limits as defined in the most recent update (3 Dec 2011) are in effect (e.g., only 2 OI class ships or 1 Aquila class ship are allowed). If using any of the Fleet Expansion Decks, you must comply with the most recent Forumini class limits list (20 Feb 2018). 3) No nationality restrictions except that an Axis fleet can only contain Axis or neutral units and an Allies fleet can only contain Allies or neutral units. Axis or Allies allegiance is defined by the card color. EXCEPTION: For this scenario, French units are considered Axis units only (i.e. Vichy French) 4) You may use units from Team Poseidon's, Team Neptune’s, Team Aegir’s, Team Kraken’s, and Team Ryujin’s Fleet Expansion Decks If using proxy figures, that figure as itself cannot appear in your fleet Map: Roll for map – 1-3 is Map 1, 4-6 is Map 3. Daylight. Roll for squalls. Victory Conditions: You win by being the first player to score 300 points at the end of the turn. Each objective is worth 100 points. Each destroyed enemy unit is worth its point value. If your enemy has no ships in play at the end of the turn other than ships with No Sea Control (Submarines and Aircraft don’t count as ships), then you score 100 bonus points -- per recent clarification, each player can receive this bonus once per game. Special Rules: 1) “Aerial Mining”: Half of a player's torpedo bomber units (as defined by the card’s plane type) gain the "Mines" special ability (simulates the aerial mining done by Swordfish aircraft prior to the start of the battle). Mines – Once per game, instead of attacking, this unit may mine its sector. Place a marker in that sector. Whenever a Ship enters the mined sector, roll a die. On a 1, the Ship takes 1 point of hull damage. On a 2, the Ship takes 2 points of hull damage. Torpedo defense works against this damage. Torpedo Protection also works if the proper die roll is made. 2) “Historical Significance”: A player gains 5 bonus points for each named ship in their fleet from the following list up to a maximum of 20 points: AXIS: Dunkerque, Strasbourg, Bretagne, Provence, Commandante Teste, Le Terrible, Mogador; ALLIES: Hood (either variant), Valiant, Ark Royal, Enterprise, Skua, Swordfish (either variant). 3) "Sluggish" Every battleship without Slow 3 gains Slow 2 for the first turn only -- if the ship already has a Slow special ability increase this Slow 2 by 1 to Slow 3. 4) “Captured”: The Courbet, Suffren, Leopard, Surcouf cannot be used in this scenario (historically, they had been captured during the initial phases of Op Catapult) 5) Land airbases have a capacity of 7 aircraft (this limit includes aircraft with loiter ability). 6) Advanced rules (except darkness) from the newest rule book are in effect. The AAM WAS Clarification from 24 Aug 2011 will be in effect as will the Forumini errata (20 May 2019) for sets A to E.
New event 17 Aug 2019 at Noon. at alternate location - Heroic Adventures, Edwardsville, IL
Eastern Solomons - Operation KA
Fleet Size: 200 points/25 units. Restrictions: 1) Your fleet must include 1 cruiser, 2 destroyers, and 1 forward airstrip. No installations other than forward airstrips are allowed. A maximum of 2 battleships (each a max of 58 points), 3 carriers, 2 auxiliaries, and 2 submarines are allowed in each fleet. All units must be 1942 or earlier. 2) Historical class limits as defined in the most recent update (3 Dec 2011) are in effect (e.g., only 2 OI class ships or 1 Aquila class ship are allowed). If using any of the Fleet Expansion Decks, you must comply with the most recent Forumini class limits list (20 Feb 2018). 3) No nationality restrictions except that an axis fleet can only contain axis or neutral units and an allies fleet can only contain allies or neutral units. Axis or Allies allegiance is denoted by the card color. 4) You may use units from Team Poseidon's, Team Neptune’s, Team Aegir’s, Team Kraken’s, and Team Ryujin’s Fleet Expansion Decks. If using proxy figures, that figure as itself cannot appear in your fleet. Map: Roll for map – 1-3 is Map 1, 4-6 is Map 3. Roll for squalls. Daylight. Victory Conditions: You win by being the first player to score 300 points at the end of the turn. Each objective is worth 100 points. Each destroyed enemy unit is worth its point value. If your enemy has no ships in play at the end of the turn other than ships with No Sea Control (Submarines, Installations, and Aircraft don’t count as ships), then you score 100 bonus points -- per recent clarification, each player can receive this bonus once per game. Special Rules: 1) “Historical Significance”: A player gains 5 bonus victory points (up to a maximum of 30 points) for each named ship in their fleet from the following list: AXIS: Shokaku, Zuikaku (either card), Ryujo, Chitose, Tone, Chikuma, Mutsu, Hiei, Kirishima, Kumano, Suzuya, Myoko, Atago, Haguro, Maya, Nagara, Murasame, Samidare, Asagumo, Hatsukaze, Yukikaze; ALLIES: Saratoga, Enterprise, North Carolina, Atlanta, New Orleans, Portland, Phelps (if you use multiples of the same name, you only earn bonus points once). 2) “Airstrip Targeting”: Once per game per opponent Forward Airstrip, earn 10 victory points if you have attacked that Forward Airstrip with a gunnery attack or bomb attack that turn. 3) Land airbases have a capacity of 7 aircraft (this limit includes aircraft with loiter ability). Clarification: A6M2-N "Rufe" do not count against the land air base capacity but are limited to 4 per island sector. 4) Advanced rules (except darkness) from the newest rule book are in effect. The AAM WAS Clarification from 24 Aug 2011 will be in effect as will the Forumini errata (20 May 2019) for sets A to E.
Fleet Size: 200 points/25 units. Restrictions: 1) A maximum of 2 battleships (each a max of 54 points), 1 aircraft carrier, 2 auxiliaries and 3 submarines are allowed in each fleet. Also you must include at least 1 battleship, 2 cruisers, and 2 destroyers in your fleet. All units must be 1940 or earlier. [Exception: ORP Dragon can be fielded since it was involved under its earlier name as the HMS Dragon in 1940] 2) Historical class limits as defined in the most recent update (3 Dec 2011) are in effect (e.g., only 2 OI class ships or 1 Aquila class ship are allowed). If using any of the Fleet Expansion Decks, you must comply with the most recent Forumini class limits list (20 Feb 2018). 3) No nationality restrictions except that an axis fleet can only contain axis or neutral units and an allies fleet can only contain allies or neutral units. Axis or Allies allegiance is defined by the card color. EXCEPTION: For this scenario, French units are considered Axis units only (i.e. Vichy French) 4) You may use units from Team Poseidon's, Team Neptune’s, Team Aegir’s, Team Kraken’s, and Team Ryujin’s Fleet Expansion Decks. If using proxy figures, that figure as itself cannot appear in your fleet. Map: Roll for map – 1-3 is Map 1, 4-6 is Map 3. Roll for squalls. Daylight. Victory Conditions: You win by being the first player to score 300 points at the end of the turn. Each objective is worth 100 points. Each destroyed enemy unit is worth its point value. If your enemy has no ships in play at the end of the turn other than ships with No Sea Control (Submarines, Installations, and Aircraft don’t count as ships), then you score 100 bonus points -- per recent clarification, each player can receive this bonus once per game. Special Rules: 1) “Invasion Support”: At the start of the game, select two cruisers to receive the Landing 5 ability - Once per game at the end of a turn, if this unit is adjacent to an island on your opponent's side of the map, score 5 victory points. You can only score victory points from a Landing ability once per turn. 2) “Friendly Port Guns”: Each player gets 1 shore battery to use at no cost using the standard stats (set VI card #40) which counts toward victory points if destroyed. Follow normal placement rules. You may have a max of 2 installations (the free shore battery plus one other installation) in your fleet. 3) “Historical Significance”: A player gains 10 bonus victory points (up to a maximum of 30 points) for each named ship in their fleet from the following list: AXIS: Richelieu, Montcalm, Le Fantasque, Le Hardi, Beveziers; ALLIES: Barham, Australia, ORP (HMS) Dragon, Ark Royal (if you use multiples of the same name, you only earn bonus points once). 4) Land airbases have a capacity of 7 aircraft (this limit includes aircraft with loiter ability). Clarification: A6M2-N "Rufe" do not count against the land air base capacity but are limited to 4 per island sector. 5) Advanced rules from the newest rule book are in effect (except darkness). The AAM WAS Clarification from 24 Aug 2011 will be in effect as will the Forumini errata (20 May 2019) for sets A to E. 6) Additional Clarifications in reference to Installations: a) Installations are not a ship type. There is a 1/sector stacking limit for Installations. b) Landing and Beach Landing are the two SAs that allow an attempt to invade an installation (Secret Cargo, Vital Cargo, Tokyo Express, and Evacuate do not). A unit can score VP from its Landing or Beach Landing SA and 'invade' the Installation on the same turn. c) The presence of an installation in a sea sector (if it can’t be placed in an island sector) doesn't affect line of sight into, out of, or through that sector.
Last Edit: Sept 9, 2019 21:51:40 GMT by wargamer99
Cape Esperance Fleet Size: 100 points/15 units. Restrictions: 1) Your fleet may not include any units other than cruisers and destroyers but you must include at least 3 cruisers and 2 destroyers in your fleet. All units must be 1942 or earlier. 2) Historical class limits as defined in the most recent update (3 Dec 2011) are in effect (e.g., only 2 OI class ships or 1 Aquila class ship are allowed). If using any of the Fleet Expansion Decks, you must comply with the most recent Forumini class limits list (20 Feb 2018). 3) No nationality restrictions except that an axis fleet can only contain axis or neutral units and an allies fleet can only contain allies or neutral units. Axis or Allies allegiance is defined by the card color. 4) You may use units from Team Poseidon's, Team Neptune’s, Team Aegir’s, Team Kraken’s, and Team Ryujin’s Fleet Expansion Decks. If using proxy figures, that figure as itself cannot appear in your fleet. Map: Roll for map – 1-3 is Map 1, 4-6 is Map 3. Roll for squalls. Night in effect. Victory Conditions: You win by being the first player to score 150 points at the end of the turn. Each objective is worth 50 points. Each destroyed enemy unit is worth its point value. If your enemy has no ships in play at the end of the turn other than ships with No Sea Control (Submarines, Installations, and Aircraft don’t count as ships), then you score 50 bonus points -- per recent clarification, each player can receive this bonus once per game. Special Rules: 1) “Surprise”: All cruisers gain the “Unmask Guns” special ability (if you win initiative, this unit rolls two extra dice when making gunnery attacks this turn) if they don’t have it already. 2) “Searchlights”: Each destroyer gains this ability. While undamaged, at the beginning of the Surface Attack phase, the destroyer may choose an enemy Ship at range 1 or 2. Your ships ignore the Darkness penalty when making Gunnery attacks against that enemy Ship this turn. 3) “Historical Significance”: A player gains 5 bonus victory points (up to a maximum of 20 points) for each named ship in their fleet from the following list: AXIS: Aoba, Kinugasa, Furutaka, Fubuki; ALLIES: San Francisco, Boise, Salt Lake City, Helena. (if you use multiples of the same name, you only earn bonus points once). 4) Land airbases have a capacity of 0 aircraft (this limit includes aircraft with loiter ability). 5) Advanced rules from the newest rule book are in effect. The AAM WAS Clarification from 24 Aug 2011 will be in effect as will the Forumini errata (20 May 2019) for sets A to E
Casablanca Landings Fleet Size: 200 points/25 units. Restrictions: 1) Your fleet must include at least 2 cruisers and 2 destroyers. No Oscarborg fortress allowed. Maximum of 2 battleships, 2 carriers, 2 auxiliaries (if without troop landing or vital cargo or landing special abilities) or 3 submarines allowed per fleet. All units must be 1942 or earlier. 2) Historical class limits as defined in the most recent update (3 Dec 2011) are in effect (e.g., only 2 OI class ships or 1 Aquila class ship are allowed). If using any of the Fleet Expansion Decks, you must comply with the most recent Forumini class limits list (20 Feb 2018). 3) No nationality restrictions except that an axis fleet can only contain axis or neutral units and an allies fleet can only contain allies or neutral units. Axis or Allies allegiance is defined by the card color. French units count only as Axis (Vichy French). 4) You may use units from Team Poseidon's, Team Neptune’s, Team Aegir’s, Team Kraken’s, and Team Ryujin’s Fleet Expansion Decks. If using proxy figures, that figure as itself cannot appear in your fleet. Map: Roll for map – 1-3 is Map 2, 4-6 is Map 4. Roll for squalls. Daylight in effect. Victory Conditions: You win by being the first player to score 300 points at the end of the turn. Each objective is worth 100 points. Each destroyed enemy unit is worth its point value. If your enemy has no ships in play at the end of the turn other than ships with No Sea Control (Submarines, Installations, and Aircraft don’t count as ships), then you score 100 bonus points -- per recent clarification, each player can receive this bonus once per game. Special Rules: 1) “Naval Bombardment”: Each cruiser gains the ability of "Battery Silencer". This unit rolls one extra attack die when making gunnery attacks against installations. 2) “Unknown grave”: Score 50 pts once per game if you eliminate an enemy ship in the same sector and no other ships enemy or friendly are within range 2 or less.. 3) “Historical Significance”: A player gains 5 bonus victory points for each named unit in their fleet from the following list up to a max of 20 points: AXIS: Jean Bart, Milan, Brestois, Heavy Shore Battery; ALLIES: Massachusetts, Ranger, Wichita, Wainwright. (if you use multiples of the same name, you only earn bonus points once). 4) Land airbases have a capacity of 7 aircraft (this limit includes aircraft with loiter ability). Clarification: A6M2-N "Rufe" or any other sea-basing aircraft do not count against the land air base capacity but are limited to 4 per island sector. 5) Advanced rules from the newest rule book are in effect (except darkness). The AAM WAS Clarification from 24 Aug 2011 will be in effect as will the Forumini errata (20 May 2019) for sets A to E. 6) Additional Clarifications in reference to Installations: a) Installations are not a ship type. There is a 1/sector stacking limit for Installations. b) Landing and Beach Landing are the two SAs that allow an attempt to invade an installation (Secret Cargo, Vital Cargo, Tokyo Express, and Evacuate do not). A unit can score VP from its Landing or Beach Landing SA and 'invade' the Installation on the same turn. c) The presence of an installation in a sea sector (if it can’t be placed in an island sector) doesn't affect line of sight into, out of, or through that sector.
Battle of Rennell Island 1943 Fleet Size: 100 points/15 units. Restrictions: 1) Your fleet must include at least 3 cruisers and 1 destroyer. No battleships or installations allowed. Maximum of 2 “Capacity 1” carriers (no other size carriers allowed) and 2 submarines allowed per fleet. All units must be 1943 or earlier. 2) Historical class limits as defined in the most recent update (3 Dec 2011) are in effect (e.g., only 2 OI class ships or 1 Aquila class ship are allowed). If using any of the Fleet Expansion Decks, you must comply with the most recent Forumini class limits list (20 Feb 2018). 3) No nationality restrictions except that an axis fleet can only contain axis or neutral units and an allies fleet can only contain allies or neutral units. Axis or Allies allegiance is defined by the card color. 4) You may use units from Team Poseidon's, Team Neptune’s, Team Aegir’s, Team Kraken’s, and Team Ryujin’s Fleet Expansion Decks. If using proxy figures, that figure as itself cannot appear in your fleet. Map: Roll for map – 1-3 is Map 1, 4-6 is Map 3. Roll for squalls. Daylight on turn 1; turning to night on Turn 2. Victory Conditions: You win by being the first player to score 150 points at the end of the turn. Each objective is worth 50 points. Each destroyed enemy unit is worth its point value. If your enemy has no ships in play at the end of the turn other than ships with No Sea Control (Submarines, Installations, and Aircraft don’t count as ships), then you score 50 bonus points -- per recent clarification, each player can receive this bonus once per game. Special Rules: 1) “Anti-submarine preparation”: Ships get +1 on each attack die when making ASW attacks against enemy submarines. 2) “Twilight Attack”: Ships get -1 on each attack die when making antiair attacks against enemy aircraft on the first two turns. 3) “Historical Significance”: A player gains 5 bonus victory points for each named unit in their fleet from the following list up to a max of 10 points: AXIS: G4M (either variant), G3M; ALLIES: Wichita, Montpelier, Cleveland, Columbia. (if you use multiples of the same name, you only earn bonus points once). 4) Land airbases have a capacity of 7 aircraft (this limit includes aircraft with loiter ability). Clarification: A6M2-N "Rufe" or any other sea-basing aircraft do not count against the land air base capacity but are limited to 4 per island sector. 5) Advanced rules from the newest rule book are in effect. The AAM WAS Clarification from 24 Aug 2011 will be in effect as will the Forumini errata (20 May 2019) for sets A to E.
Battle of the Java Sea 1942 Fleet Size: 200 points/25 units. Restrictions: 1) Your fleet must include at least 4 Cruisers and 6 Destroyers. No battleships, carriers, submarines, or installations allowed. All units must be 1942 or earlier. 2) Historical class limits as defined in the most recent update (3 Dec 2011) are in effect (e.g., only 2 OI class ships or 1 Aquila class ship are allowed). If using any of the Fleet Expansion Decks, you must comply with the most recent Forumini class limits list (20 Feb 2018). 3) No nationality restrictions except that an Axis fleet can only contain Axis or neutral units and an Allies fleet can only contain Allies or neutral units. Axis or Allies allegiance is defined by the card color. 4) You may use units from Team Poseidon's, Team Neptune’s, Team Aegir’s, Team Kraken’s, and Team Ryujin’s Fleet Expansion Decks If using proxy figures, that figure as itself cannot appear in your fleet. Map: Roll for Map – 1-3 is Map 1, 4-6 is Map 3. Roll for squalls. Twilight in effect (game starts in daylight then turns to darkness at beginning of turn 4). Victory Conditions You win by being the first player to score 300 points at the end of the turn. Each objective is worth 100 points. Each destroyed enemy unit is worth its point value. If your enemy has no ships in play at the end of the turn (Submarines and Aircraft don’t count as ships), then you score 100 bonus points -- each player can receive this bonus once per game. Special Rules: 1) “Historical Significance”: A player gains 5 bonus victory points for each named ship in their fleet from the following list up to a maximum of 30 points: AXIS: Nachi, Haguro, Naka, Jintsu, Samidare, Yukikaze, Hatsukaze, Asagumo, Murasame; ALLIES: Exeter, Houston, DeRuyter, Java, Perth, Witte de With, Electra (if you use multiples of the same name, you only earn bonus points once). 2) “Bad Shots”: For the first three turns, all ships suffer -1 on each gunnery dice and reduce # of torpedo dice by 1 (to a min of 1). 3) “Smoking”: Every destroyer without the “Lay Smoke Screen” ability gains the ability once per game to place smoke in the same sector per the normal rules for Lay Smoke Screen. 4) Land airbases have a capacity of 7 aircraft (this limit includes aircraft with loiter ability). Clarification: A6M2-N "Rufe" (or any aircraft with “sea-basing”) do not count against the land air base capacity but are limited to 4 per island sector. 5) Advanced rules from the newest rule book are in effect. The AAM WAS Clarification from 24 Aug 2011 will be in effect as will the Forumini errata (20 May 2019) for sets A to E.