It’s a riverboat clash as Japanese naval forces work to open up a vital river crossing that a combined Allied force is holding.
Axis Forces Japanese Gunboat (T1 Landing Ship) x 3 SNLF Artillery Detachment Installation (Deploys anywhere on north shore) 4/4/3/3 AA 5 Armor 2/7/2 Extended Range 4
Allied Forces US Gunboat (USS Langley) UK Gunboat (HMS Swale) Embassy Security Detachment Installation (Deploys anywhere on south shore) 4/4/3/3 AA 5 Armor 2/7/2 Extended Range 4
Game Conditions Map 6, Axis sets up on right side of map and Allies on left side of map All range values are doubled. Range 0 gun scores are used for attacks at ranges 0 and 1, range 1 for ranges 2 and 3, range 2 for ranges 3 and 4, range 3 for ranges 5 and 6
Victory Conditions Axis victory: Destroy all Allied units. Draw: No units left on the map can attack each other. Allied Victory: Destroy all Axis units, with at least one Allied unit still on the map.
Effects Axis victory: Gain 1 Nell for next Japanese battle Draw: Triggers additional battle Allied victory: One unit of your choice gains an extra hull point next Japanese battle
Results Axis victory with no gunboats lost: Gain 1 Nell for next Japanese battle
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
Results Allied total victory: Flores gains Rapid Fire SA
The first convoy to Petrograd may have left too early in the season.
Axis Forces Ice
Allied Forces SS Jeremiah O’Brien x 6
The Game Axis player chooses the map from among the 10 normally available. Axis player PMs me the coordinates for 10 sectors on the map that are choked with ice. When the Allied player moves a Ship into a sector choked with ice, the Axis player makes a mine roll.
Special Rules Once per game, the Axis player can treat a sector adjacent to a sector choked with ice as if it were choked with ice. This ability does not work if the sector was already choked with ice.
Axis total victory: Sink 5 or more Ships. Axis victory: Sink 3 or more Ships. Allied victory: Exit 4 or more Ships off the opposite side of the map. Allied total victory: Exit all 6 Ships.
Effects Axis total victory: +1 to mine rolls next ice game. Axis victory: Choose an Auxiliary to start the game crippled next ice game. Allied victory: 2 Auxiliaries gain Lead the Attack 1 next ice game. Allied total victory: All Ships gain Lead the Attack 1 next ice game.
Churruca-class destroyer Sánchez Barcáiztegui must intercept a convoy trying to run the Strait of Gibraltar.
Axis Forces Sánchez Barcáiztegui (Lepanto)
Allied Forces Convoy Ship (SS Jeremiah O’Brien) x 5
Game Conditions Map 6, Allies set up on left side and Axis sets up on right side.
Victory Conditions Axis total victory: Sink all the convoy ships. Axis victory: Sink or cripple all the convoy ships. Allied victory: Exit 2 or more convoy ships off the right side of the map. Allied total victory: Exit 4 or more convoy ships off the right side of the map.
Effects Axis total victory: Remove 1 aircraft from next Civil War game. Axis victory: Allied aircraft begin next Civil War game with 1 rearming counter each. Allied victory: Gain ability Fly-off Strike (Ise) next Civil War game. Allied total victory: Remove 1 destroyer from next Civil War game.
Results Axis total victory: Remove 1 aircraft from next Civil War game.
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.
Results Axis total victory - All surviving Axis ships from this campaign are available next Civil War game - Velasco, Lepanto, Canarias, and Genoveva Fierro.
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 Axis 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 total victory: Sella and Crispi added to next Pirate Ship game
Results Axis total victory: Sella and Crispi added to next Pirate Ship game
Last Edit: Mar 4, 2021 1:38:05 GMT by mnnorthstars