Post by au64 on Mar 10, 2021 20:04:38 GMT
Submarine Scramble
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
Submarine
Speed 1
Torpedoes 3/2/1
Armor 3/5/1
Allied Forces
Alsedo
Lazarra
Ship - Destroyer
Speed 2
ASW 3
Armor 1/5/2
Sub Hunter
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.
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
Submarine
Speed 1
Torpedoes 3/2/1
Armor 3/5/1
Allied Forces
Alsedo
Lazarra
Ship - Destroyer
Speed 2
ASW 3
Armor 1/5/2
Sub Hunter
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.