Axis & Allies: War at Sea Island Bases
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1 "We shall defend our island whatever the cost may be Background: - Sir Winston Churchill Control of this area has become a major strategic focal point of the campaign. This scenario reflects the effort to control strategically significant airstrips on neighboring islands as well as meet varying national objectives. Restrictions: o The year is Early US Torpedo rule is not used. o There are no off-board air bases. o Level bombers (Patrol Bombers) score 2 successes on 4, 5, or 6 when attacking ground targets. This supersedes the effects of SAs Hi-Level Bomber and Skip Bomber. o No unit may leave the map (except to complete mission 5, Fleet in Being). Set Up: o Place submarines in any sector not within 3 of the target island. o Surface units may set up, up to 6 hexes from the edge. o Scatter submarines 1d3. o Place any submarines on the map which are adjacent or local to an enemy destroyer, they begin the game detected. Special Rules: o The Target Island: o The target island is the 3 hex island cluster on your opponent s side of Island Basing the map. Capacity o The target island has a clear hex, a mountainous hex and an airfield hex. Damage Capacity o The airfield can base a number of aircraft, depending on how much damage it has taken o If the base becomes overloaded, aircraft on the ground are destroyed until the base is under its limit (choose at random, if there is more than one squadron) o An airfield with less than 60 damage points can repair 1d6 damage in any turn that it is not attacked. An airfield with 60 or more damage points cannot be repaired. o Aircraft at this base rearm in 1 turn. o Secret Missions: o Each player has 3 randomly assigned secret missions. o You may trade missions with other players on you team before the game begins, but each player must have exactly 3. o Note that many missions require a specific type of unit. If you have none of that type remaining, you cannot complete the mission. o For mission purposes, units are considered the type indicated on the order of battle. David Bostwick 1 of 5
2 Order of Battle: Allies UK (250 pts) US (248 pts) France (247 pts) Reserve ( 83 pts) Based Air HMS Glorious USS Intrepid (CV-11) Béarn USS Sargent Bay (CVE-83) HMS Victorious Martlet Mk. II F4F Wildcat V.156 Vindicator SBD Dauntless Sea Hurricane Mk. 1B F4F Wildcat D.520 Swordfish Swordfish SB2C Helldiver TBF Avenger Land Based IL-2M Sturmovik PBY Catalina Battleships Cruisers HMS Rodney USS North Carolina (BB-55) Richelieu HMS Hood USS Alaska (CB-1) Jean Bart (complete) Oktybraskaya Revolutsia HMNZS Leander USS Boise (CL-47) Algérie Hr. Ms. De Ruyter HMS Jamaica USS San Francisco (CA-38) Suffren HMNZS Leander Hr. Ms. De Ruyter USS San Diego (CL-53) Kirov Destroyer Screen s Based Air HMS Jupiter USS Radford (DD-446) Gromky Hr. Ms. Van Galen HMS Scorpion USS Kidd (DD-661) Milan Hr. Ms. Witte de With HMS Zulu USS Phelps (DD-360) Terrible ORP Blyskawica Hr. Ms. Evertsen Hr. Ms. Zwaardvisch USS Barb (SS-220) S-13 HMS Truculent USS Skate (SS-305) S-2 Axis Germany (248 pts) Japan (253 pts) Italy (242 pts) Reserve ( 82 pts) Graf Zeppelin Kaga Aquila Chitose Bf109 D4Y1 "Judy" Re CB Ju 87B Stuka A6M5 "Zeke" Re CB B6N2 "Jill" Land Based Battleships Cruisers Destroyer Screen JU 88A-4 A6M2 Zero Kamikaze SM.79 Sparviero H8K1 Type 2 "Emily" A6M2 Zero Kamikaze SM.79 Sparviero Friedrich der Grosse Nagato Vittorio Veneto Gneisenau Yamashiro Roma Blücher Myoko Bolzano Atlantis Prinz Eugen Haguro San Giorgio Väinämöinen Nurnburg Nachi Trento Oi T27 Isokaze Alpino Type 13 Subchaser Z21 Wilhelm Heidkamp Harusame Ascari Type 13 Subchaser ZG3 Hermes Matsu Nicoloso Da Recco Type 13 Subchaser Z31 Orsa Type 13 Subchaser U-81 Ro-50 Ambra U-510 Leonardo Da Vinci David Bostwick 2 of 5
3 Secret Missions # Name Description Success Criteria Required Destroy the airbase by accumulating 60 points of We must control the skies over Airfield damage to the airfield hex of the target island. Note 1 our sea lanes. Elimination of the Bombardment that your opponent may be repairing the airbase enemy airfield is your priority during the battle. 2 Commerce Raiding 3 Recover Spy 4 Saboteurs 5 Fleet in Being 6 It s all about the 7 Reconnaissance 8 Good Samaritan 9 Island Hopping We must cripple their economy. Break through the enemy force and attack the undefended rear areas. We have a spy on the target island. Recover him and return him to HQ. A small covert operation can take out this airfield. Launch a sabotage raid against the enemy airfield. It is vital to our future strategy that we maintain a strong naval presence in this area Our strategists tell us that battleships are obsolete and carriers are the true capital ships of this conflict. Something is going on in those mountains. Find out what it is. It will play well in the papers back home if we are seen as the good guys, we will use the good press to rally public support for the next round of Naval budget increases. We will control the sea one island at a time. End the game with an uncrippled cruiser in the opposing set up area, or exit an uncrippled cruiser from your opponent s board edge. - Surface a sub adjacent to any hex of the target island and roll 1d6 instead of attacking with the sub. - If the roll is less than the number of attempts, the spy boards your sub. - You may not search from the same sea hex more than once. - The unit carrying the spy must survive the battle. - He could later be transferred to another ship. - Surface a sub adjacent to any hex of the target island and roll 1d6 to launch saboteurs. - Surface again in the same hex that number, or more, turns later to pick them up. - Record the value of the die roll, but keep it secret. - Airfield remains fully functional until charges detonate after the scenario. - End the game with 2 uncrippled capital ships (BBs or CVs). - You may exit by any map edge to protect your units. Units which exit the map may not return. - Sink 1 enemy carrier and end the game with 1 uncrippled carrier. - Any ship or surfaced sub adjacent to the target hex that does not fire may collect d6 recon points. - Any aircraft in the target hex may collect d6 recon points if it does not participate in combat that turn. - Collect 30 points of recon data - A surface ship (or surfaced submarine) that does not move or fire while in the same hex where an enemy surface ship (or surfaced submarine) was sunk, may rescue survivors. - Rescue survivors from at least one enemy ship. - The rescuing ship must survive. - It will be necessary to keep track of hexes where enemy ships are sunk. You are, of course, free to do so regardless whether or not you have this mission. - Claim the center island. - A cruiser adjacent to the center island may claim it instead of attacking. - Note that initiative order could result in the island being claimed and reclaimed several times in the same turn. - You may claim the island regardless of whether or not you have this mission. Cruiser 2 Battleships or Cruiser David Bostwick 3 of 5
4 Game Length: o The game ends when any of the following occur: All units of one side have been destroyed or left the board. Once side concedes the loss of all remaining units on the board. The designated time slot has expired Victory Conditions: o The side with the most surviving capital ships is victorious. o The player with the most victory points is the winner. Victory Points +1 Each of your surviving capital ships +1 Each for each enemy capital ship you sink +3 For each mission completed For victory points, capital ships are defined as: BBs or CVs with capacity of 2 or more. David Bostwick 4 of 5
5 The Map: Target Island: Other Islands: Shallows: David Bostwick 5 of 5
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