Game Conditions Roll for map. Twilight, meaning start in daylight and play night rules starting with turn 4.
Special Rules 1. Before starting the game, the Axis player will send a private message to mnnorthstars with the names of the four subs located in markers A, B, C, D, E, F, G, or H. 2. Axis player places first, placing 4 markers in row 11 and 4 in row 9. Allied player places both destroyers out of play to be deployed later. 3. When a destroyer ends the sea movement step in the same sector as a marker, the Axis player reveals the name of the submarine that marker represents or declares that there is no submarine assigned to that marker. 4. If a submarine attacks a destroyer, reveal its name and location when it does. 5. At the end of each turn, the Allied player rolls a die. On a 3 or higher, place one destroyer in row A(dice roll + 5). For example, a roll of 6 on the first turn would put Alsedo in A11 as the last action of turn 1. On a 2 or less, the Allied player may place a destroyer in A2 or do nothing. Do not check for legal placement until the end of the sea movement phase of the next turn. 6. On the first turn of darkness the Axis player automatically wins initiative. 7. In darkness Alsedo and Lazarra cannot use the Sub Hunter ability.
Victory Conditions All of these warships are at a premium, so it is possible to have both an Axis victory and an Allied victory. Check for victory at the end of each turn. The game ends when 1 or more of the following occurs. Axis total victory - Destroy both destroyers without losing any submarines. Axis victory - Exit 3 submarines off the map past column 1 or destroy a destroyer. Allied victory - Destroy 2 submarines. Allied total victory - Destroy 3 submarines.
Effects All sunk units are removed from the Grand Campaign. Axis total victory - Each submarine that destroyed a destroyer gains Destroyer Hunter (from the Ambra card) Axis victory - Each submarine that successfully avoided a depth charge attack gains Crash Dive (from USS Gudgeon card) Allied victory - Return all surviving submarines to Italian control. Allied total victory - Return all surviving submarines to Italian control. Surviving destroyers gain ASW 4.
Allied forces Pirate Ship x 3 Ship - Auxiliary Speed 1 Gunnery 2/2/1 AA 3 Hull 1/4/2 Inactivity - This unit gets -1 on each attack die when making its first Main Gunnery attack of the game.
Game Conditions Roll 1d6 for map Daylight
Special Rules 1. The Axis get +1 initiative all game for having a professional navy. 2. All destroyers have the Guard the Convoy ability this game. 3. Axis sets up first, placing all ships in a box in the center of the map at least 2 sectors away from the top or bottom of the map and at least 4 sectors from the deployment edges. Allies set up in any sectors that are on a map edge. 4. Any Axis ships can exit the map by using a movement point while already on an edge of the map.
Victory Conditions The pirates must be dealt with. A premium is placed on preserving Italian lives and goods.
Allied total victory: sink 2 or more Italian ships. Allied victory: Sink an Italian ship. Axis victory: Sink all Pirate Ships without suffering any ships sunk. Axis total victory: Sink all Pirate Ships without suffering any damage.
Effects Allied total victory: +1 Pirate Ship next game they appear, any destroyer unavailable until 1939 if crippled, or removed from campaign if destroyed Allied victory: Any destroyer unavailable until 1939 if crippled, or removed from campaign if destroyed Allied victory: +1 initiative once per game next game where Pirate Ship appears - you may declare you are using this ability after the dice are rolled Allied total victory: Sella and Crispi added to next Pirate Ship game