cealigh the MadScot
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Multi game scenario/mini campaign- Fictional Battle for Sabo“RETURN TO SABO ISLAND”
ROLLING CAMPAIGN SCENARIO
In this series of scenarios the Allies are making a push to the Sabo Islands in the Southern Pacific. The intent is to establish a series of forward airfields and bases to support the Island Hopping campaign. The Japanese have possession of all of the Islands in the group, a total of 6 not including the Main Island of Sabo. The Japanese have built a primitive airfield on Sabo and three other Islands in the group. The airfield on Sabo can only support up to three Air groups or stands, and must comprise of 1ea Betty, 1ea Zeke/Zero, 1ea Val. The primitive airfield on Yaga may only support up to two AC stands and may be comprised of what ever AC the IJN player wishes. The remaining two other Islands may have airfields which support one stand of AC each.
Use Island terrain cards 1B and 2B for main Sabo Island and 4A & 5A for Sabo’s sister Yaga Island. Place them one sector away from each other but side by side on the player 1 side of the “open sea” side of the maps, and one sector in from the first row of sectors. Use map 1A (Tona) and 3B (Kibu) for the Islands that have the other primitive airfields on them. They must be placed on opposite sides of the narrow part of the sea map and two sectors on the player 2 side of the map from the center. Use any other islands for the remaining three islands and they may be placed anywhere on the map but not closer than two sectors from any other island already placed. This set-up is for game #3 and #4 if the Allies managed to advance this far without losing both of their troop Aux transports.
To begin the Allied player will build two 150pt fleets. One fleet must comprise of 5 aux ships with two of them being designated as the LST and/or Troop transports. The rest of the Aux ships are supply/support ships for the island invasion. The allied player will build his two fleets and make a list of the composition of both fleets as to ship type/name, quantity, and points, with a sum total of that fleet’s points. There will be some record keeping involved but it is mostly for between games, and determining what ships/units are available for the next game.
The IJN player will build a 150pt fleet for each of the subsequent games, and may make substitutions subject to limitations stated for each game scenario.
Scenario for Game # 1. Use the open sea side of the maps with no islands or terrain. Allies begin on player 2 side.
Place three objective markers in the center row of the map evenly spaced. IJN player places the objectives.
The IJN has a patrol picket operating about 200mi from the Sabo island group and encounters a part of the Allied Task force inbound. Their objective is to identify and destroy the Allied troop Aux ships (there are two and the allied player does not have to disclose which of the 5 Aux ships are the Troop ships).
IJN fleet build- Access to land based Airfield limited to 5 AC stands and must comprise of at least 1-Betty, 1-Zeke/Zero, 1-Val, the remaining AC may be what ever the IJN player chooses, and their points must be included in your fleet build points. Fleet build is limited and may only have 1 Lt/Escort CV. Any combination of other ships and/or AC attached to the CV. The IJN may have up to two submarines forward deployed on the Allied (Player 2) side of the map, and may begin the game hidden. The IJN player must write down the precise location of the hidden Subs before the game begins, and once they are placed they may not move unless they choose to attack or are discovered. After which they operate as normal. As long as either of the subs does not “attack” a target then they gain the Excellent Spotting SA.
If a hidden sub unit comes under attack due to being spotted then that sub unit loses the Excellent Spotting SA for the rest of the game.
The Allied player has two task forces, Task Force 21 and 22. Task force 21 is comprised of the Aux ships and their escorts. Task Force 22 is comprised of the heavy attack support and Shore bombardment ships.
In game #1 Task Force 21 is moving to rendezvous with Task Force 22 just out side of the Sabo Island group.
The objective for the Allies is to get at least one of the Troop Aux transports across the center of the map. As soon as this happens, on the following turn, the Allied player may then place the Task Force 22 fleet on the table and they must enter along one of the long sides of the map. At this point if the IJN player wishes to withdraw they may do so but must leave anywhere on their side of the map. They must get at least half of their remaining on table fleet off the map. The Allied player may attempt to locate any hidden enemy subs by having any of his ASW capable units perform a Search in the Sector it is in. Only Units with an ASW attack may make Search attempts. Roll the # of Dice listed for ASW attack and on a 5+ the search is successful, any enemy Sub in that sector being searched is revealed and may be attacked by other ASW capable units in that sector if they did not already declare they are performing a Search. If there is no Sub in the successfully scored search sector then there is no effect.
The Game ends if one of the following occurs.
1) Allies get at least one or both Troop Aux ship(s) past the center of the map and on the player 1 side.
2) Allies lose both of the Troop Aux Ships, no further games are played
3) Either player achieves 150pts in VP whether it is from destroying units or claiming objectives or combination of both.
4) Either player chooses to withdraw and gets a minimum of half of the remaining fleet off the board in any direction.
5) If the IJN Picket fleet suffers from 50% loss of on table units, it will be assumed that the remnants of the fleet will disengage and withdraw away from the Allied fleet.
Record all damage and unit losses from this game.
Game #2 Allied win with 1 or no Troop Aux losses. (Damaged unit is not considered lost but enters this game damaged)
“Island Obstacle Course” Use map #1 from the WAS rule book. Allies set up on the player 2 side of the map, and begin the game with the initiative. Axis player sets up on the player 1 side.
The Allies managed to rendezvous the two task forces and are now progressing into the Island group. The Allied player may only “deploy” one of the Task Forces initially and may choose which Task Force begins the game. The remaining Task Force may enter the map on turn 2 or later and enters on the player 2 side. In any case the Allied player must get at least one of the designated Troop Aux ships beyond the center of the map in order to progress to the next game.
If the Allied player scores 150pts before getting one of the Troop Aux ships across the center of the map, then the game will end at that point and will go to Game #3
The main Allied objective for this scenario is two fold. 1st) Get one of the Troop Aux ships past the Center of the map. 2nd) Get at least one non Troop Aux ships to one Island sector on their side of the map and score Vital Cargo points. If this is done then the Allies will gain one land based airfield capable of supporting 1 AC stand going into the next game. If the Allied player gets two non Troop Aux ships to two separate Island Sectors then the Allies gain two separate 1 AC stand land airbases going in to the next game.
The IJN player uses what units survived from Game #1 plus 100 more points. The additional 100pts of units are limited to 1 fleet CV or 1 Medium CV with a AC cap of 2 and 1 Escort CV with an AC cap of 1, or 3 Escort CVs with an AC cap of 1 each. The remaining points may be used for any other units the player chooses. The IJN player begins the Game with a Land air base and the same restrictions apply from Game #1. In this game however instead of having to have the land based AC rearm they may be used every turn just as if they were carriers. (Even tho the Land air base is off the map, it is in the Island group just beyond the player 1 map side.)
One added benefit, if any land air based unit is destroyed, roll 1D6, on a roll of 5+ this air unit is not destroyed but is moved to the land based airfield and a rearm counter is placed on that unit. (This is to simulate the availability of the Japanese to quickly re-supply and or repair damaged aircraft on the island(s).
The main IJN objective is to destroy the Allied Troop ships before they make it to Sabo. Once again the IJN player may deploy up to two sub units hidden in the Allied player side of the map. Same rules apply as in game #1.
The game ends when one of the following occurs:
1) The Allied player meets the requirements of objective 1
2) Allies lose one or both of any remaining Troop Aux Ships, no further games are played
3) Either player achieves 150pts in VP whether it is from destroying units or claiming objectives or combination of both.
4) Either player chooses to withdraw and gets a minimum of half of the remaining fleet off the board in any direction.
5) If the IJN fleet suffers greater than 50% in losses to on map units. AC units from land based airfields are not factored for this calculation. The IJN forces will withdraw to the nearest map edge.
Game #2 IJN win with no destroyed troop aux ship or 1 destroyed troop aux ship. (Damaged unit is not considered lost but enters this game damaged)
“Allies Regroup and Push On” Use map #2 from the WAS rule book. Axis player sets up on the Player 2 side of the map, and begins the game with the initiative. Allies set up on the player 1 side.
The IJN managed to inflict some serious damage to the Allied fleets, but they are still coming in. You either still have not identified the troop ships or only destroyed one of them, either way they must not get through to Sabo. Your orders are to stop them at all costs. Admiral Yamamoto has sent you some reinforcements to deal with this threat. Use them wisely as failure is not an option. If we lose Sabo then we lose a strategic base of operations for this area. The IJN player uses what ever units remain from game #1 (including any damage) plus 100pts and get 50 additional points in naval surface units which will be available after turn 3 and may enter the map anywhere on the long side of the map. The IJN also get a land based airfield AC cap of 5, in this game the land air units do not “rearm” they are available just like for carriers. One added benefit, if any land air based unit is destroyed, roll 1D6, on a roll of 5+ this air unit is not destroyed but is moved to the land based airfield and a rearm counter is placed on that unit. (This is to simulate the availability of the Japanese to quickly re-supply and or repair damaged aircraft on the island(s). Once again the IJN player may deploy up to two sub units hidden in the Allied player side of the map. Same rules apply as in game #1.
Allies were handed a measurable defeat but, drive on to the main objective… Taking Sabo. The Allies player uses all remaining units from game #1 including any damaged units. The Allies player must deploy Task Force 21 first and Task Force 22 becomes available after turn 2 and enters on their side of the map. The primary objective is to get one or both of the Troop Aux ships anywhere on the IJN side of the map. Once one or both make it to the first row of sectors on the axis player’s side, the game is over. Secondary objective is to get at least one (if any are still surviving) non troop aux ship to any island on the map. This will establish a primitive airfield providing 1 stand of AC for the next game. If more than one standard Aux ship is available then up to two islands may be landed on, and going into game 3 the Allied player will have two land based 1 AC airfields available.
The game ends when one of the following occurs:
1) The Allied player meets the requirements of objective 1
2) Allies lose one or both of any remaining Troop Aux Ships, no further games are played
3) Either player achieves 150pts in VP whether it is from destroying units or claiming objectives or combination of both.
4) Either player chooses to withdraw and gets a minimum of half of the remaining fleet off the board in any direction.
5) If the IJN fleet suffers greater than 50% in losses to on map units. AC units from land based airfields are not factored for this calculation. The IJN forces will withdraw to the nearest map edge.
Game #3 Allied win with 1 or no Troop Aux losses. (Damaged unit is not considered lost but enters this game damaged)
“Run the Gauntlet” Use the map set up as described in the Campaign description in the beginning. Allied player sets up on the player 2 side and begins the game with the initiative. Axis player sets up on the player 1 side.
The Allies have shown their mettle, subdued all enemies, and now are going to run the Gauntlet. The objective #1 for the Allies; is eliminating the surface navy threat that is guarding Sabo, and, 2) if possible eliminate all air threats from the island airbases. The Allied player may begin the game with one or both task forces on the map, and may deploy up to 3 sector rows on their side. If the Allied player only deploys Task Force 22 at the beginning then they must bring Task Force 21 in on turn 3. Also, the allied player may deploy up to two subs (if they have any in either of their fleet builds) in the IJN side of the map and be “hidden” write down the locations. The sub units cannot move unless it is discovered and attacked or attacks. Hidden subs get the Excellent Spotting SA. If there are any units that are damaged from game #2 and if there is at least one non Troop ship Aux remaining, you may attempt to repair points of damage to them prior to the start of the game. Roll 1D6, on a roll of a 4 or 5 then repair one point of damage on that unit. On a roll of a 6 repair two points of damage to that unit. The Allies player also gets the benefit of how ever many Island airfields established from game #2. Aircraft based on the Island(s) do not “rearm” and act as if they are deployed from a carrier.
The IJN must destroy the Troop Aux ships. Without them the Allies cannot take Sabo. The Aux ships are priority one target! The Axis player uses the remaining units from game #2 and 50pts worth of additional units.
The Axis player may deploy one sub hidden on the Allied side of the map and gets the Excellent spotting SA until it attacks or is attacked.
The game ends when one of the following occurs:
1) The Allied player meets the requirements of objective 1
2) Allies lose one or both of any remaining Troop Aux Ships, no further games are played
3) Either player achieves 150pts in VP whether it is from destroying units or claiming objectives or combination of both.
4) Either player chooses to withdraw and gets a minimum of half of the remaining fleet off the board in any direction.
5) If either the IJN fleet or Allied fleet suffers greater than 50% in losses to on map units. AC units from land based airfields are not factored for this calculation. The IJN forces may withdraw to the nearest map edge.
Game #3 IJN win with 1 or no Troop Aux losses. (Damaged unit is not considered lost but enters this game damaged)
“Stop them at all Costs!” Use the map as described at the beginning of the campaign description.
IJN sets up on the player 2 side of the map, Allies set up on the player 1 side.
You have yet to destroy the troop ships! They must be destroyed without fail! This is your primary objective!
All other objectives are of no concern. If we lose Sabo then we shall have suffered greatly and you will lose your head. Do not fail! The IJN player uses the survivors from game #2 and adds to that 100pts plus another 50pts as reinforcements which arrive on turn 3 on your side of the map. The Axis player may deploy two subs hidden on the Allied side of the map and gets the Excellent spotting SA until it attacks or is attacked.
Allies player, well you were able to protect at least one of the troop ships. You must get the way cleared for the landing. Adm. Nimitz has authorized reinforcements should you need them, but he can only spare a few units.
Your primary objective is to eliminate all threats preventing you from getting the troop ships to Sabo Island.
Begin the game using any and all units that remain from game #2. You have 50 pts to build your reinforcements. Your reinforcements will arrive on turn 3 from anywhere on your side of the map.
The game ends when one of the following occurs:
1) The Allied player meets the requirements of objective 1
2) Allies lose one or both of any remaining Troop Aux Ships, no further games are played
3) Either player achieves 150pts in VP whether it is from destroying units or claiming objectives or combination of both.
4) Either player chooses to withdraw and gets a minimum of half of the remaining fleet off the board in any direction.
5) If either the IJN fleet or Allied fleet suffers greater than 50% in losses to on map units. AC units from land based airfields are not factored for this calculation. The IJN forces may withdraw to the nearest map edge.
Game #4 Allied Win w/1 or no Troop Aux ships losses (Damaged unit is not considered lost but enters this game damaged)
“It’s Time to Dance with the Devil!” Use the map as described at the beginning of the campaign description. The Allies player sets up on the player 1 side of the map and begin the game with the initiative. Axis IJN player sets up on the player 2 side. Begin this final game with all surviving units from Game #3, this applies to both sides.
Allies player You may roll to repair damaged units if you have at least one non troop aux ship remaining in your fleet. When you roll for a damaged unit, roll a D6, on a 4 or 5 repair one point of hull damage. On a roll of a 6 repair 2 points of damage. Repair damage does not roll over to other units. Each unit must be rolled for individually. Reinforcements: you have 50pts to build reinforcements with. There are some restrictions, 1) They cannot be any Carriers, Battleships, Aircraft, or Auxiliary ships. Only CA or lighter ships may be in the reinforcement fleet you may include aircraft. Aircraft will attack in turn 4 but must return to their land air base and follow the normal rules, unless there is sufficient room to land on an island with an airbase, in which case the aircraft landed there will have a rearm counter placed on it, then every turn after will be treated as if it was a carrier base aircraft. Reinforcements will arrive on turn 4 and may enter anywhere on your side of the map.
You made it! But it’s now time to dance with the Devil! It’s imperative that the Shore Batteries and any land based Artillery are silenced before beginning your landings. Otherwise it’s going to be a blood bath for your landing troops. Remember there is an airfield located on the Island and unless you’ve managed to secure the other two Islands with airfields on them the Japanese are going to harass your Auxiliary ships not to mention your landing ships. So make sure you keep them out of reach of the shore arty but protect them from any air threats as well. By this time you should have also eliminated any naval threat that the IJN had here, but just in case Yamamoto sends in reinforcements have some of your medium to heavy naval assets screen your troop ships. They will be their primary targets. I have dispatched some reinforcements to your location, however they may not get to you until later in the day. It’s not much but they could tip the scale in our favor. You have your OP orders, now Good Luck Admiral and Good Hunting! Stack em’ up like cordwood and give them no quarter!
IJN player: Using what ever surviving units from Game #3 defend the island. In addition to any naval or air assets remaining you also have the Shore Batteries, other artillery, aircraft(if any) and infantry with which to defend the island. (See the Island stat info and rules for using the island in the game.) Naval reinforcements: You may build up to 50pts worth of reinforcements and they may be comprised of what ever units you wish. If you have any surviving airfields other than the one on Sabo and have space available, then any aircraft reinforcements may be placed on them but they will have a rearm counter placed on them for the next turn. After which they may be deployed as if they were based on a Carrier. Your reinforcements will arrive on turn #3 and may only enter from your deployment zone side of the map.
You have failed to stop the Americans and their allies in their advance! We must not lose Sabo! I can only spare minimum reinforcements. We are spread dangerously thin already. Consider your life forfeit. You will expend what ever resources you have at hand to stop the Americans from taking that Island, including giving your life to do so! If you manage to stop the invasion and you survive the ordeal, you will present your person to me personally and I will grant you seppuku for your failures. You have your orders! Now carry them out and STOP THE AMERICANS!
Game #4 IJN win with 1 or no Troop Aux losses. (Damaged unit is not considered lost but enters this game damaged)
See above, but with the exception that the IJN player begins the game with the initiative.
Using the Islands in the game. Each principle island will have stats just like any other unit in the game. The major difference is that if the Island is reduced to ‘0’ hull points it does not sink, instead all resistance is destroyed or rendered ineffective. Also, the Islands do not move. What the attack types are on an Island.
Main gun = fixed shore batteries and may fire in any direction up to 2 sectors from the island sector.
Secondary guns = Mobile Field Artillery such as heavy Howitzers, and may fire in any direction up to 1 sector from the Island sector.
Tertiary guns = Infantry units on the Island, these infantry may have weapons such as light to heavy mortars, heavy MGs etc. and they may only fire at range ‘0’
Aircraft basing may vary and aircraft indicators represent how many stands of air units may be based on that island.
Anti air = Range ‘0’ just as in any other unit with this attack.
Special Abilities: SAs operate as any other in the game.
Attacking the Island:
Attacking the Island is just like attacking a ship or any other unit in the game. The player attacking must get more successes than armor or Vital armor to do damage to the units based there. Likewise, making bombing attacks against the island work the same way with one addendum, the attacking player may designate an air bombardment attack against an airfield specifically. Each airfield has a armor/vital armor /hull point just like the Island but varies based on the capacity of the airfield. Airfields with basing capacity of 1 have armor stats as follows: 1 / 3 / 2, Airfields with basing capacity of 2 have armor = 2 / 3 / 2, AF basing of 3 = 3 / 3 / 2, AF basing of 4 = 4 / 3 / 2, AF basing of 5 = 5 / 3 / 2. When an airfield is damaged to ‘0’ hull or is vital damaged, then any aircraft that are not deployed are destroyed and any that are deployed must land at an alternate airfield or be destroyed. Any points for the destroyed air units this way go to the attacking player.
Attacking aircraft may also make strafing attacks against the Island and follow normal rules for doing so, with one exception. If when making the rolls for the strafing attack where a six is rolled, then all units on the Island are suppressed for the next turn and may not make any attacks.
If the Island is damaged down to ½ of its hull points (rounded up), then in the next turn the Main guns may not be used. Consider them destroyed for the rest of the game, and subtract 1 from armor, vital armor and hull. If the Island is damaged to only 2 hull points remaining, then no secondary guns may be used in the next turn, and all armor stats are reduced by half of the original points. If the Island is damaged from a Vital armor hit then all resistance is eliminated or rendered ineffective however, Special abilities will supersede this rule.
Island stats:
Sabo Island: Flag - 1
ATTACKS - | 0 | 1 | 2 | 3 | AC CAPACITY = 3
SHORE BATTERIES 14 13 12 -
MOBILE ARTY 8 7 - -
INFANTRY/ARMOR 5 - - -
ANTI-AIR 6 - - -
ARMOR | 10 | VITAL ARMOR | 16 | HULL POINTS | 6 |
SPECIAL ABILITIES:
Bristling with guns – This Island can make two Mobile Arty attacks against separate targets during your Surface Attack step.
Infantry in the Tunnels – If this units Hull points are reduced to zero, this unit may still attack with it’s tertiary guns until this unit takes damage in the subsequent turn(s) equal to it’s original hull points in one attack.
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Yaga Island:
ATTACKS - | 0 | 1 | 2 | 3 | AC CAPACITY = 2
SHORE BATTERIES 9 8 6 -
MOBILE ARTY 4 4 - -
INFANTRY/ARMOR 4 - - -
ANTI-AIR 7 - - -
ARMOR | 8 | VITAL ARMOR | 14 | HULL POINTS | 5 |
SPECIAL ABILITIES:
Bristling with guns - This Island can make two Mobile Arty attacks against separate targets during your Surface Attack step.
Fortified Positions – Shore Batteries, Mobile Arty and Infantry/Armor are situated in concrete bunkers. Any attack that would suppress attacks by the Island are ignored unless it is suppressed twice in one turn from two separate attacks.
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Tona Island:
ATTACKS - | 0 | 1 | 2 | 3 | AC CAPACITY = 1
SHORE BATTERIES - - - -
MOBILE ARTY 5 4 - -
INFANTRY/ARMOR 2 - - -
ANTI-AIR 5 - - -
ARMOR | 8 | VITAL ARMOR | 14 | HULL POINTS | 4 |
SPECIAL ABILITIES:
Anti-Air specialist - This Island can make two anti-air attacks against separate targets during your air defense step.
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Kibu Island:
ATTACKS - | 0 | 1 | 2 | 3 | AC CAPACITY = 1
SHORE BATTERIES 7 6 - -
MOBILE ARTY 5 4 - -
INFANTRY/ARMOR 6 - - -
ANTI-AIR 6 - - -
ARMOR | 8 | VITAL ARMOR | 14 | HULL POINTS | 4 |
SPECIAL ABILITIES:
Fortified Positions – Shore Batteries, Mobile Arty and Infantry/Armor are situated in concrete bunkers. Any attack that would suppress attacks by the Island are ignored unless it is suppressed twice in one turn from two separate attacks.
All other Islands controlled by the Japanese player do not have any stats as there is minimal or no actual units based on them. They are considered under the control of the Japanese player due to the Naval presence. The Allies player may move one of his non-troop Aux ships to any of other Islands and gain control of it. In the turn following the “capture” the Allied player may establish a 1 AC stand Airfield on that Island and that airfield becomes “operational” at the beginning of that turn.
Island Assault rules
For
Axis & Allies War At Sea Game
Islands will have stats in the same format as ships in the game however, when the vital armor is reached as a result of an attack, then all resistance on the island have been neutralized.
Also each time an attack result is greater than the base armour for the island the island takes one hull point of damage just as a ship does, and when all hull points have been reduced to zero then all resistance on the island has been neutralized. The only way to capture an island is to have one of your LCVP, LCI, LCT, or LCD “landed” on the beach and still surviving at the end of the turn which the Island has been rendered neutralized. or bring an Auxiliary unit in the Island sector.
If an Island suffers damage to hull two times in one turn, then in the following turn all attacks are suppressed except AA.
If the Island is damaged to 1/2 of its total Hull points, then the Main shore guns cannot be used for the rest of the game and all armor/vital armor are at -1. When the Island is reduced to 2 Hull points then armor/Vital armor are at 1/2 of the original points and Secondary attacks may no longer be used, only Tertiary/Infantry and AA attacks may be made.
Basing of LCVP’s and LCM’s: Each stand of LCVP/LCM consists of 3 craft each. These are the Higgins landing boats or equivalent that carry up to 36 troops or 11 troops and one jeep, etc, so for game purposes each stand of LCVP carries 108 infantry & is considered to already have the infantry aboard and ready for transport initially. LCVP/LCMs may only be deployed at up to two sectors away from an Island sector by it’s carrying LCI, LCT, LST, LSD, or Attack transport unit. The LCVP/LCM was not designed for deep ocean operations. LCVP/LCMs are targeted the same way as other navel vessels can, except that they cannot be targeted by main gunnery attacks from naval or shore battery units. Just as with the PT boats LCVP/LCM’s may enter an Island sector since they are shallow draft vessels. They also “Land” on the Island sector. Since LCVP/LCMs are carried by a larger ship there is no stacking limits for them. However normal stacking rules apply to the base ship and no more than it’s capacity may be reloading on it in a turn.
Once a LCVP stand has successfully “landed” or entered an island sector it is considered to have discharged it’s cargo and may move off the island in the next turn up to it’s max move. If it begins the turn deployed in an Island sector it still must be moved to the island itself to represent it being “landed”. It can still be attacked as normal by naval, aircraft and Island gunnery attacks. If it is in the same sector as a supporting LCI, LCT, LST, etc then it must spend the next turn reloading before it can be deployed again.
Each LCI, LCT, LST, LSD has a maximum capacity of infantry, vehicles etc. So it will be important to keep track of how many times a LCVP/LCM has returned to it. One method would be using a numbered chit or an odd coloured dice adjacent to the specific unit. Once an LCI, LCT, LST, LSD, etc, has expended it’s capacity for returns, then it is no longer useable in the game and must be retired out of the combat area (that is moved off board.) an optional rule may be that it is removed from the board and no points are given to the opponent.(the only way this unit’s points are given to an opponent is if they actually destroy it by attacking it.)
LCT, LCI, LST and LSD’s can carry up to their maximum of LCVP/LCMs as specified by individual ship stats.
LCI, LCT and LST’s are also allowed to enter Island Sectors given they are designed for shallow draft operations. LCI, LCT and LST’s may be targeted the same as any other unit in the game.
The Stacking Limit for LCI and LCT is three, whether they are all LCI or LCT or combination of both.
LST’s follow the same stacking limitations as other ships so are limited to two per Island sector but do not affect LCVP/LCM, LCI or LCTs and their stacking.
Lets look at the stats for the LCVP/LCM:
Landing Craft Vehicle/Personnel (LCVP/LCM) Points 2
Speed 1
Attacks- | 0 | 1 | 2 | 3 |
MG 2 - - -
AA 2 - - -
Armor | 1 | Vital Armor | 1 | Hull points | 1 |
SA’s :
Shallow Draft – This unit can enter sectors that contain islands or shoals.
Very Small Target - When ever this unit is attacked by an enemy ship or Island secondary gunnery, Roll a die, on a 4 or higher, this unit takes no damage from that attack. Also this unit cannot be attacked by ships Main gunnery or Island Shore Batteries.
No Sea Control - This unit can’t claim objectives except island objectives.
Send in the Marines - Each time this unit is “landed” on an island sector add + 1 die to one of your attacking unit’s number of dice for attacks against that Island for that turn. This ability stacks, so if you are able to get six stands of this unit landed in one turn then you may add 6 dice to one unit’s attacks against the island and it’s defenders for that turn.
Let’s look at an example of LCI stats for the game:
Landing Craft Infantry (LCI) Points 4
Speed 1 LCVP/LCM Capacity: 2
Attacks- | 0 | 1 | 2 | 3 |
MG 5 - - -
AA 5 - - -
Armor | 1 | Vital Armor | 2 | Hull Points | 1 |
SA’s :
Shallow Draft- this unit can enter sectors that contain islands or shoals
No Sea control – this unit can’t claim objectives except Island Objectives.
Return to reload 1 – This unit may return to reload 1x time per game to it’s base ship. Once the number of reloads has been reached, and after "landing" this unit, remove this unit from the game, opponent does not get the points.
OR
Send in the Marines 2 - In the turn this unit is “landed” on an island sector all of your units get + 2 dice to their attack rolls against that enemy target Island. This ability does stack. This ability cannot be used against any ship or aircraft unit. This ability may only be used if you have not reloaded any LCVP/LCMs.
Let’s look at the stats for a LCT:
Landing Craft Tank (LCT) Points 4
Speed 1 LCVP/LCM Capacity- 0
Attacks- | 0 | 1 | 2 | 3 |
MG 5 - - -
AA 5 - - -
Armor | 1 | Vital Armor | 3 | Hull points | 1 |
SA’s:
Shallow Draft- this unit can enter sectors that contain islands or shoals.
No Sea control – this unit can’t claim objectives.
Send in the Armor 2- In the turn that this unit moves into an Island sector all of your units get +2 dice to their attack rolls against that enemy target Island. This ability cannot be used against any ship or aircraft unit. This ability does stack. This ability may only be used if you have not reloaded any LCVPs. At the end of the turn remove this unit from the game.
Let’s look at the stats for a LST:
Landing Ship Tank (LST) Points 6
Speed 1 LCVP/LCM Capacity- 4 LCT Capacity - 1
Attacks- | 0 | 1 | 2 | 3 |
Main 1 - - -
AA 4 - - -
Armor | 1 | Vital Armor | 4 | Hull points | 2 |
SA’s:
Shallow Draft- this unit can enter sectors that contain islands or shoals.
No Sea control – this unit can’t claim objectives.
Maximum Cargo 4 – LCVP/LCM’s may return to reload 4x times per game. Once the number of reloads has been reached, remove this unit from the game, opponent does not get the points.
OR
Send them all in! 4 - In the turn that this unit moves into an Island sector all of your units get +4 dice to their attack rolls against that enemy target Island. This ability cannot be used against any ship or aircraft unit. This ability does stack. This ability may only be used if you have not reloaded any LCVP/LCMs. At the end of the turn remove this unit from the game.
Let’s Look at the Stats for a Fast Attack Transport:
APA Haskell class Attack Transport Points 9
Speed 1 LCVP Capacity – 4 or LCM/LCT/LCI Capacity - 2
Attacks- | 0 | 1 | 2 | 3 |
Main 2 - - -
AA 4 - - -
Armor | 1 | Vital Armor | 5 | Hull points | 2 |
SA’s:
Maximum Cargo 6 – LCVP/LCM’s only may return to reload 6x times per game. Once the number of reloads has been reached, remove this unit from the game, opponent does not get the points
Slow 1 – At the beginning of your Sea Movement step, roll a die. On a1, this unit gets -1 speed this turn.
No Sea control – this unit can’t claim objectives.
ISLANDS:
Armor ratings for Islands will vary depending on the specific island and will be listed: x/x/x
Attack rating for islands will be based on the type of guns available.
Examples are:
Primary attacks- will have a minimum range of 0 and a max range of 2 and are considered shore batteries capable of reaching out to sea up to two sectors.
Secondary attacks- will have a minimum range of 0 and a max range of 1 and are considered Heavy Field Artillery such as 88mm & 105mm Howitzer type guns and may reach out to one sector.
Tertiary attacks- will have a maximum range of 0 and are considered the ground forces based on the island, their weapons will be of the small to large caliber personal weapon category and includes mortars and light field cannons or tanks.
Anti-Aircraft attacks- are self explanatory and may only attack air units. Normal AA SA’s apply.
Airfields may have varying basing or stacking limits. Aircraft originally based on the Island do not have to spend a turn to “Rearm”, however if any aircraft are sent to the Island as a result of a loss of a Carrier then those air units must spend the next turn to “Rearm”. Normal stacking rules apply. Any Carrier capable aircraft that are initially based on the island at the beginning of the game that have “Defend the Flattop” SA may use it only if defending the island against enemy Air units that are attacking it.
Let’s look at an example of an Island:
Island- Iwo Jima Points 80
Speed 0 Flag 2 Aircraft Capacity- 6
Attacks- | 0 | 1 | 2 | 3 |
Main-Shore Battery 18 18 16 -
Secondary- Arty 8 8 - -
Tertiary- Infantry 7 - - -
Anti- Air 7 - - -
Armor | 20 | Vital Armor | 32 | Hull Points | 12 |
SA’s :
Shore Batteries – While undamaged this unit may make up to two main gun attacks against separate targets during your Surface attack step.
Bristling with guns - This unit can make up to two secondary attacks against separate targets during your Surface attack step.
Infantry in the Tunnels – If this units Hull points are reduced to zero, this unit may still attack with it’s tertiary guns until this unit takes damage in the subsequent turn(s) equal to it’s original hull points in one attack.
Suppression – If this unit takes two damage to hull points in one turn, then this unit may not make any attacks during it’s surface attack step for that turn. If this unit attacked first for the turn it took the damage, then it may not make any attack in the following turn with the exception that available aircraft may still attack in their step.
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