Dutch gunboat Flores encounters a group of pirates chasing a convoy over the horizon.
Axis 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.
Allied forces Hr. Ms. Flores Ship - Destroyer Speed 1 Gunnery 5/5/4/3 (3 5.9” guns) AA 4 Hull 2/6/2 Raider Hunter - This unit rolls one extra attack die when making gunnery attacks against Cruisers and Auxiliary units.
Game Conditions Roll 1d6 for map Daylight
Special Rules 1. For this game, Flores has Fast 4 (+1 speed on 4+ dice roll) and has 1/1/1 secondaries. 2. The Allies get +1 initiative all game for having a professional navy. 3. Axis sets up first in row 7. Allies set up last in row 11.
Victory Conditions The pirates must be dealt with. A premium is placed on preserving Flores for further patrols.
Axis total victory: Cripple or sink Flores and have 2 or more ships exit the map by moving off of row 1. Axis victory: Cripple or sink Flores or exit all 3 ships Allied victory: Cripple or sink all Pirate Ships currently on the map without suffering any damage. Allied total victory: Sink all Pirate Ships without suffering any damage.
Effects Axis total victory: +1 Pirate Ship next game they appear, Flores unavailable until 1939 if crippled, or removed from campaign if destroyed Axis victory: Flores 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: Flores gains Rapid Fire SA