This thread is where you will find missions (individual games of War at Sea) to complete and where you can coordinate with your opponents. Please coordinate with your teammates using the private message thread you have set up. Please coordinate with me using the private message thread that I have set up.
When you are ready to start a battle, start a thread in this subforum and label it uniformly as follows. Each battle should have Grand Campaign followed by the title of the battle and then a short form of the names of the players. For example, Grand Campaign Battle of the North Cape (MN vs. Brigs)
List of Current Battles Submarine Scramble Red Sea Pirates part 2 Javan Pirates part 2 Indian Ocean Pirates part 1
Last Edit: Mar 4, 2021 4:23:31 GMT by mnnorthstars
After the rest of the Republican Navy was bottled up east of Gibraltar, the remaining Loyalist forces in northern Spain fell to the command of the autonomous government of the Basques (Vascos in Spanish, Euskadi in their own tongue). The Nationalists launched a concerted effort to bottle up the small navy of armed trawlers and destroyers by mining their home base at Portugalete.
The Campaign The Axis fleet must mine the entire center row of Map 8. They always deploy first, on the right side of the map (the one with islands). Allies deploy second and may deploy in either the first or second row. In this scenario each Destroyer has an extra hull point and if a Ship is damaged it must move at full speed to exit the map from its ship deployment zone. Allied Ships cannot move past the center row but may enter it. Each game ends when one of these occurs: 1. All Ships are damaged. 2. No Ships are able to attack each other because of required movement. 3. All 8 sectors of the center row are mined. Each game, reset the damage on all Ships that were not sunk. Sunken Ships are removed from Grand Campaign.
Axis Units One of these Destroyers: Velasco, Lepanto (Use Lepanto card) Mines - Drop a mine instead of attacking, once per game
Allied Units Two of these trawlers: Gipuzkoa, Bizcaia, Goizeko Izarra, Donostia, Nabarra
Gipuzkoa, Bizcaia, or Nabarra Auxiliary - Cod Fishing Boat Speed 1 Gunnery 3/2/2 AA 3 Armor 1/4/2 Sweep Mines - 3+ die roll to remove a mine instead of attacking
Goizeko Izarra or Donostia Auxiliary - Cod Fishing Boat Speed 1 Gunnery 2/1 AA 2 Armor 1/3/1 Sweep Mines - 3+ die roll to remove a mine instead of attacking
Checkpoints 1. If the Allies have swept all the mines off the map, the next game, use as many Axis destroyers as you have. 2. If you start a game with 4 or more mines on the map, also bring Axis minelayer Genoveva Fierro and Allied minesweeper Mari-Toya.
Genoveva Fierro Auxiliary Speed 1 Gunnery 1/1 AA 2 Armor 2/6/2 Mines Lead the Attack 2
Mari-Toya Use M1 card
3. If you start a game with 6 or more mines on the map, also bring Axis heavy cruiser Canarias and an Allied shore battery. The Allies can use any trawlers that have not yet been sunk.
Allied shore battery Use Atlantikwall - 15 cm card
Victory Conditions Axis total victory - Lay mines across the entire center row and destroy all Allied ships Axis victory - Lay mines across the entire center row. Allied victory - The Axis have not achieved victory conditions after 9 games. Allied total victory - Sink any combination of two Destroyers or Cruisers.
Effects The Nationalists are expected to succeed at neutralizing the Basque Auxiliary Navy in short order.
Axis total victory - All surviving Axis ships from this campaign are available next Civil War game. Axis victory - All surviving Axis ships from this campaign are available next Civil War game with damage carried over from the last game of this campaign. Allied victory - Axis ships from this campaign are unavailable next Civil War game. Allied total victory - All surviving Allied ships from this campaign are available next Civil War game.
Italian submarines on loan to the Nationalists are crewed and on their way to Mallorca to rendezvous with the other naval forces there. Can the Republicans pick them off before they can get help?
Axis Forces Pier Capponi Giovanni da Procida Goffredo Mameli Tito Speri
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.
At dawn diligent escorts encounter a group of pirates pouncing on an Ethiopian convoy.
Axis forces Luigi Cadorna Espero Folgore (destroyer)
6 convoy ships (use Jeremiah O’Brien card) Prize Swag From Red Sea Pirates 1 Francesco Crispi Quintino Sella (use Crispi card)
Allied forces Pirate Ship x 5 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. 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, including the top or bottom of the map. 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
Last Edit: Mar 4, 2021 0:09:13 GMT by mnnorthstars
Dutch gunboat Flores encounters a group of pirates chasing a convoy over the horizon.
Axis forces Pirate Ship x 4 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. Rapid Fire - Once per game, before you roll this unit's Main Gunnery attack against an enemy Ship, you can declare you're using Rapid Fire. If you do, roll two extra dice against that Ship.
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: End of Dutch Pirates campaign
Last Edit: Mar 4, 2021 1:45:40 GMT by mnnorthstars
At dusk diligent escorts encounter a group of pirates pouncing on a homeward bound Indian convoy.
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 HMS Boadicea
6 convoy ships (use Jeremiah O’Brien card)
Game Conditions Roll 1d6 for map Dusk - the first 3 turns are daylight and after that it is night. On turn 3, the Pirate Ships have to also take the -1 night penalty to gunnery.
Special Rules 1. The Allies get +1 initiative all game for having a professional navy. 2. Allies set 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. Axis sets up in ANY sectors that are on a map edge, including the top or bottom of the map. 4. Any Allied ships can exit the map by using a movement point while already on an edge of the map.
Victory Conditions The pirates are a nuisance, but it’s better to limp away licking our wounds than to leave the convoy unguarded against future threats. If Boadicea sinks, the convoy probably can’t get home.
Allied total victory: Sink all the Pirate Ships without losing any of your ships. Allied victory: Exit all of your ships off the map. Axis victory: Cripple HMS Boadicea and sink 2 transports. Axis total victory: Sink HMS Boadicea.
Effects Allied total victory: HMS Boadicea added to next Pirate Ship game 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 Axis victory: HMS Boadicea unavailable until 1939 Axis total victory: +1 Pirate Ship next game they appear, HMS Boadicea unavailable until 1939 if crippled, or removed from campaign if destroyed
Last Edit: Mar 4, 2021 4:22:14 GMT by mnnorthstars
Republican forces have been sent to Gijón to break the blockade that has closed that port. What will they find when they get there?
Allied Forces
Flota A Jaime I (use España card) Almirante Cervera Libertad (use Cervera card) Sánchez Barcáiztegui Lepanto Churruca (use Sánchez Barcáiztegui card for this and following destroyers) Alcalá Galiano Almirante Valdés Almirante Antequera
Flota B (use C2 card for all) Isaac Peral C-2 C-4 B-2
Aeronáutica Naval Republicana
Early War Fighter x 2 Gunnery 1 AA 5 5/7/1 Escort Ace
Early War Bomber x 3 Bomb 5 ASW 2 Torpedo 1 3/5/1 Mission Selection
Axis Forces
Flota C España Baleares (use Canarias card) Surviving units from the Basque Auxiliary Navy campaign
Flota D Surviving units from the Submarine Scramble
Aeronáutica Naval Franquista
G. 50 x 2 Aircraft - Fighter Gunnery 2 AA 6 5/7/1 Escort Alternate Ordnance 4
Ju 87B Stuka x 3
Game Conditions Roll for map. Clear, daytime conditions.
Special Rules 1. Before starting the game, each player will send a private message to mnnorthstars with the Flota that they choose to fight the first battle. The Flota that was not chosen will be used in a separate battle. Also include which aircraft (and/or the bonus aircraft earned from previous battles) that will be in this battle. 2. Any ships or submarines can exit the map by entering the ship deployment zone of the opponent. 3. Submarines can set up in the middle row. 4. As soon as forces are revealed, two other players will fight a simultaneous battle using the forces not chosen for this battle. For instance, if the Allied player chooses a fighter and Flota B and the Axis player chooses Flota C and all aircraft, another Allied player fights another Axis player using Flota A, a fighter, and 3 bombers against Flota D.
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.
Flota A orders 1. Destroy all enemy ships and submarines. 2. Exit your remaining ships off the map via rule 2. 3. Capture 3 objectives.
Flota B orders 1. Destroy all enemy ships and submarines. 2. Exit your remaining submarines off the map via rule 2. 3. Secret victory condition to be posted to the Allied group chat.
Flota C orders 1. Destroy all enemy ships and submarines. 2. Exit your remaining ships off the map via rule 2. 3. Capture 3 objectives. 4. Sink Jaime I.
Flota D orders 1. Destroy all enemy ships and submarines. 2. Exit your remaining ships off the map via rule 2. 3. Sink Jaime I.
The game also ends if both players move all units toward the deployment zone per rule 2 for consecutive turns (that is, both sides are disengaging). Both sides are awarded a victory condition.
If one player achieved more victory conditions than the other player, he wins the game.
Effects All sunk units are removed from the Grand Campaign. Take note of the damage each unit finishes the game with as it will carry over to the next game.
Axis victory - Choose 22 points of German 1939 or Italian 1940 aircraft to add to your build for the next game. Draw - No effect Allied victory - Choose 22 points of French or British 1939 aircraft to add to the next game.
Last Edit: Apr 4, 2021 1:56:07 GMT by mnnorthstars