Post by iowaforever on Feb 17, 2021 3:22:20 GMT
Red Sea Pirates
At dawn diligent escorts encounter a group of pirates pouncing on an Ethiopian convoy.
Axis forces
Pantera
Tigre (use Pantera card)
Francesco Crispi
Quintino Sella (use Crispi card)
6 convoy ships (use Jeremiah O’Brien card)
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
At dawn diligent escorts encounter a group of pirates pouncing on an Ethiopian convoy.
Axis forces
Pantera
Tigre (use Pantera card)
Francesco Crispi
Quintino Sella (use Crispi card)
6 convoy ships (use Jeremiah O’Brien card)
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