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OBJECTIVE: CRETE

 
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fredmiracle

 

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Post subject: OBJECTIVE: CRETE Reply with quote
Hi all, I've played this a couple of times, but I'd really appreciate some feedback on it, i.e. is it fun, does it "add value" over standard game, is it balanced, are the rules clear, etc. Thanks!


===OBJECTIVE: CRETE – Mediterranean mini-campaign===

This campaign, while not adhering to precise historical events and orders of battle, is inspired by the naval engagements off Crete during the Axis invasion in 1941.

After German paratroops landed on Crete, various Axis convoys were dispatched with reinforcements and supplies to assist them; meanwhile the British navy attempted to blockade the island and interdict the convoys in the face of relentless Axis air and submarine attacks. This campaign assumes that Allied ground resistance to the assault on Crete is more effective than was the case historically, and that in consequence the Regia Marina mobilizes its major squadrons in an all-out effort to ensure that relief convoys get through to assist the German airborne forces.

The campaign consists of 3 separate Axis & Allies: War at Sea battles. The outcome of each battle will affect the units available for subsequent battles and help determine the eventual victor. The Axis objective is to ensure their auxiliaries reach Crete, while the Allies wish to prevent this; however both sides also wish to inflict sufficient damage on the opposing fleet to significantly hinder its future operations.

It is recommended that both players familiarize themselves with all three battles and the campaign victory conditions before beginning play. Be sure to keep track of which ships are damaged or sunk after each battle.


--- BATTLE 1: Night Raid on the Pegaso Convoy  ---

The Pegaso convoy, accompanied by a strong escort from the Regia Marina, is in transit to Crete carrying 6500 troops to reinforce the German Fallschirmjäger corps. In a daring night attack, a squadron of British cruisers breaks into the convoy and, at great risk, attempts to sink the transports.

Setup: Use the Open Sea map. Use normal deployment zones. The Axis deploy first on the left side of the map (ship deployment in column A). The Axis may place three ships in a sector during deployment, but must conform to normal stacking restrictions by the end of the first Axis Movement Phase. The Allies deploy second, on the right side of the map. However the Allied player may choose to deploy any (or all) of his units off-map to start the game; these units will enter as reinforcements.

Special Rules:
1) Subject to both players agreement, it is recommended that the battle be played under Darkness conditions, as per the rules published in the War at Sea Updates and Clarifications document.
2) Off-map Allied units can enter the map during the Allied Sea Movement phase at any time starting with Turn 3. To enter the map, a unit simply pays one movement point to move into any sector on any map edge—North, South, East or West—subject to normal movement and stacking rules.
3) An off-map Allied unit cannot attack on the first turn that it enters the map.
4) Units may withdraw from battle at any time during the friendly Sea Movement phase, at no cost in movement points, if they are located in a sector on the map edge. Allied units may withdraw from any map edge; Axis units may only withdraw from column K.  
5) Withdrawn units may not reenter the battle.
6) The battle is over when one side or the other has no ships left that have not been either destroyed or withdrawn.
7) The Flotilla Leader SA on HMS Jamaica is operative only when Jamaica is on-map, and can only benefit from destroyers that are on-map.

ALLIED FORCE Q
- HMS Jamaica
- HMS Ajax
- HMS Sydney
- Hr. Ms. Van Galen
- HMS Javelin
- 2x HMS Saumarez

AXIS PEGASO CONVOY, CRUDIV 1 AND CRUDIV 8
- Pegaso
- 7x Kinai Maru (representing small, requisitioned civilian steamers)
- Bolzano
- Gorizia (however, in this campaign the Gorizia does NOT contribute a +2 flagship bonus)
- Eugenio di Savoia
- Giuseppe Garibaldi
- 4x Luca Tarigo

--- BATTLE 2: On Station Off Crete---

Already aware that two Italian cruiser divisions had been assigned to escort the Pegaso convoy, Admiral Cunningham now learns from British intelligence that Italian battleships have been spotted leaving port. Although his squadron is under relentless air and submarine threat, he is determined to take a blocking position, ready to intercept the Axis convoy when it arrives. His resolve is about to be put to the test, as German high command has committed the elite Fliegerkorps X to an all-out attack, intended to clear the seas of British warships.

Setup: Use the Open Sea map. Use normal deployment zones. The Allies deploy first on the right side of the map (ship deployment in column K). The Allies may place three ships in a sector during deployment, but must conform to normal stacking restrictions by the end of the first Allied Movement Phase.  The Axis deploy second, on the left side of the map.

Special Rules:
1) Allied units may withdraw from battle at any time during the friendly Sea Movement phase, at no cost in movement points, if they are located in a sector on column A.
2) Withdrawn units may not reenter the battle.
3) The battle is over when the Allies have no ships left that have not been either destroyed or withdrawn.

BRITISH MEDITERRANEAN FLEET
- HMS Illustrious
- 2x HMS Warspite
- HMS Repulse
- HMS Belfast
- 2x Hr. Ms. Van Galen
- HMS Javelin
- HMS Saumarez
- 2x Sea Hurricane Mk 1B
- 2x Swordfish Mk II
- Beaufighter TF Mk. X
- PLUS: any Allied units from Battle 1 which weren’t destroyed or crippled. However, damage is carried over, and the player must roll one die for each damaged ship to determine whether it can continue with the campaign—if the die roll is less than or equal to the number of hits on the ship, then it is withdrawn from the campaign for repairs and cannot participate further. The Allied player may also voluntarily withdraw any damaged ship from the campaign prior to the start of the battle.

AXIS FLIEGERKORPS X AND SUBMARINE FLOTILLA
- 3x Ju88A-4
- 2x Ju87B Stuka
- 2x Ju-87 R2 Picchiatelli
- 2x Bf109
- 2x Ambra
- U-47


--- BATTLE 3: Battle is Joined ---

Learning that the Pegaso convoy is nearing Crete, the remnants of Admiral Cunningham’s force move to intercept. However, the convoy is screened by the bulk of Italy’s remaining battleship fleet.  As the dreadnoughts converge, the fate of Crete hangs in the balance…

Setup: Use the Open Sea map. Use normal deployment zones. The Axis deploy first on the left side of the map (ship deployment in column A). The Allies deploy second on the right side of the map. Either player may place three ships in a sector during deployment, but must conform to normal stacking restrictions by the end of the first friendly Movement Phase.

Special Rules:
1) The British player can use the Long Shot 6 SA no more than once in the battle (even if both HMS Warspite units are present—the second represents HMS Valiant).
2) Allied units may withdraw from battle at any time during the friendly Sea Movement phase, at no cost in movement points, if they are located in a sector on column K.
3) Axis units may withdraw from battle at any time during the friendly Sea Movement phase, at no cost in movement points, if they are located in a sector on column A or column K (however, note that auxiliaries must withdraw from column K to earn campaign victory points).
4) Withdrawn units may not reenter the battle.
5) No Allied ship may attack an Axis auxiliary located in column A, as long as there are one or more Axis combatant ships (non-auxiliaries) located in columns B-K. This represents the screening action of the Axis warships (note that auxiliaries in column A are still subject to air attack).
6) The battle is over when one side or the other has no ships left that have not been either destroyed or withdrawn.

BRITISH MEDITERRANEAN FLEET
- Any Allied units from Battle 2 (including those successfully included from Battle 1) which weren’t destroyed or crippled. However, damage is carried over, and the player must roll one die for each damaged ship to determine whether it can continue with the campaign—if the die roll is less than or equal to the number of hits on the ship, then it is withdrawn from the campaign for repairs and cannot participate further. The Allied player may also voluntarily withdraw any damaged ship from the campaign prior to the start of the battle.

AXIS PEGASO CONVOY AND BATDIV 1
- Vittorio Veneto
- Guilio Cesare
- 2x Luca Tarigo
- 2x Bf109
- PLUS: Any Axis auxiliaries from Battle 1 which weren’t destroyed.
- PLUS: Any Axis warships (non-auxiliaries) from Battle 1 which weren’t destroyed or crippled. However, damage is carried over, and the player must roll one die for each damaged ship to determine whether it can continue with the campaign—if the die roll is less than or equal to the number of hits on the ship, then it is withdrawn from the campaign for repairs and cannot participate further. The Axis player may also voluntarily withdraw any damaged ship from the campaign prior to the start of the battle.
- PLUS: Any Axis aircraft (only) from Battle 2 which weren’t destroyed.


---CAMPAIGN  VICTORY ---

The Axis player gains 10 campaign victory points (CVPs) for each auxiliary which successfully navigates to column K during Battle 3 and is withdrawn before being sunk.

Both players also earn CVPs for certain enemy ships sunk, crippled or damaged during the three battles of the campaign, according to the following tables. Note that victory points are assessed only once for each ship, based on the maximum level of damage that ship attained during the campaign—for example, a ship damaged in one battle and then crippled and subsequently sunk in a second battle, would only earn points for being sunk, not for being previously damaged or crippled as well.

Each enemy battleship or aircraft carrier…
…sunk: 15 CVPs
…crippled: 9 CVPs
…damaged: 3 CVPs

Each enemy cruiser…
…sunk: 5 CVPs
…crippled: 3 CVPs

Subtract the Allied CVP total from the Axis CVP total. The Axis win the battle if the result is +40 points or more.
PostTue Sep 08, 2009 6:23 am
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Greyh Seer

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This looks really good.  I like your format for rules and the scenario looks very promising.  I'm looking to test this out this week!  I'll let you know!
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PostTue Sep 08, 2009 9:13 pm
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IJN Fuso

 

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Post subject: Reply with quote
Some Questions:

I assume that Battle 1 is played like the convoy scenario - is this right?

Battle 2 - same question.  The Allies need to get their ships to the other side of the map, right?

Battle 3 - Are any Allied Aircraft allowed?  Illustrious should be allowed its 2 AC.  But are the land based planes allowed if they survive Battle 2?
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PostThu Sep 10, 2009 7:25 pm
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fredmiracle

 

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Post subject: Reply with quote
IJN Fuso wrote:
Some Questions:

I assume that Battle 1 is played like the convoy scenario - is this right?

Battle 2 - same question.  The Allies need to get their ships to the other side of the map, right?

Battle 3 - Are any Allied Aircraft allowed?  Illustrious should be allowed its 2 AC.  But are the land based planes allowed if they survive Battle 2?


Yes Battle 1 is like a convoy scenario. Night battle, the idea is that the British can come at the convoy from any angle, but they can't fire for one turn. So the British can split up or remaing en masse, they can feint at the front or rear of the convoy and try to draw away defenders, or appear in the middle--but if they do the Italians will get a free shot at them first.

Yes, Battle 2 is Axis subs and aircraft trying to damage or destroy as much of the British fleet as possible as they cross the map. Not only do the Axis earn VPs for damaging and sinking Allied ships, but any ships sunk or sufficiently damaged won't be available to participate in Battle 3.

In Battle 3, "units" means ships, planes or subs. So yes, all surviving allied (and axis) aircraft carry over, whether carrier-based or land-based.
PostFri Sep 11, 2009 7:01 am
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Greyh Seer

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I'd volenteer to play this campaign out online with you if  you want...
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PostMon Sep 14, 2009 7:52 pm
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fredmiracle

 

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you're on. What side do you want?
PostMon Sep 14, 2009 8:22 pm
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Greyh Seer

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I'll go with axis if you don't mind.  (Love my Italians Smile)

I've started a thread for the match here:

http://aaminis.myfastforum.org/ftopic9149-0-0-asc-.php
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PostMon Sep 14, 2009 10:18 pm
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Stormhawk4107

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Played this tonight finally with my group. At the end of the second phase Britain had managed to get ONE Warspite over the line. Everything else died. She only had 2 DD's left from the Phase so he folded and never played the last one. Axis was down Savoia Bolzano 2 Luca's U-47 an Ambra and One Stuka.
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PostTue Oct 20, 2009 2:47 am
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Greyh Seer

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Stormhawk4107 wrote:
Played this tonight finally with my group. At the end of the second phase Britain had managed to get ONE Warspite over the line. Everything else died. She only had 2 DD's left from the Phase so he folded and never played the last one. Axis was down Savoia Bolzano 2 Luca's U-47 an Ambra and One Stuka.


wow, that is very different from our online playtest right now where almost everything made it through on the second game...hmmm.  Was the dice rolling off?
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PostTue Oct 20, 2009 5:57 am
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Stormhawk4107

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Sometimes but mostly I didn't hold back my attacks. I stuck 2 Ju-88's and 2 Piccs on the first Warspite and when it and the escort failed to abort I ended up hitting with 2 torps so she was crippled at the start.

I then Divided the Defenses on the group of three DD's trying to reach my subs and He only managed to aport one Stuka the other Ju and Stuka crippled two of them.

Once crippled I didn't bother going back after them since they wouldn't carry over until I dealt with the healthy ships. This way his fleet ended up straggling out as ship after ship was reduced to speed 1, or 0 if the warspite rolls slow. Gave me extra air attack turns to take them out. The whole time my subs started at the top line and just kep pulling back toward zone A.
Turn two I just protected my subs with the two 109's.

Turn Three I went after the Repulse and Warspite and between the Picc/Ju 88 the Repulse was down to 2 hp.
Between Sub turns and Planes I managed to off the carrier  and everything else by turn 6.

I still missed alot with my torps and many a time the bombers just missed hitting the Warspite. The Biggest impact I think was the lack of TD on the BB's allowing me to do lots of fast Dmg with the Ju-88's and softening them up for later bomb runs.
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