Baxter (Gary) and I get together on Monday nights to 'play'. Each night the host sets up the scenario but a couple of Mondays back Gary came up with a bottler!
A British convoy at anchor waiting for an escort. A German seaplane (Hansa) has spotted the convoy and has whistled up a submarine. The British intercept the message and dispatch 2 aircraft, a Shorts float-plane to bomb the submarine, and a Sopwith float-plane to defend the bomber.
We cobbled together a set of rules and cards from other games and had a real blast. We both came away determined to give a bit more balance to the scenario and to producing some cards more in keeping with Wings of War/Glory.
This is very much a work in progress with the aim of making the resources we have developed available to fellow gamers.
Here are Gary's briefing notes for that first attempt:
MISSION BRIEFING
I say Bigglesworth
One of our recce planes has spotted a U-Boat about 50 miles south of the Scilly Islands. It is heading for a convoy that is at anchor waiting for a pilot ship to guide it into Port.
The U-Boat is showing no sign of submerging and seems to think our Recce planes are unarmed.
The artificers at our base have managed to arm a Short Seaplane with some bombs and it has taken off to have a go at the U-Boat.
Your job is to escort the bomber. We believe the Huns probably have a seaplane in the area and that it got a signal out to the U-Boat about our convoy.
If you can, give the Hun a spray or two to keep their heads down while our bomber makes its run. And watch out for that Hun Seaplane.
Good luck.
Rules
Submarine takes 20 points to sink.
Machine gun hits on the armored submarine are counted as 0.5 effective (halve the B card score). Accumulatively they may incapacitate the crew
One roll of the dice per bomb drop. 3 or less is no damage. Bomb load is 3 bombs.
Submarine movement is made with XC cards. Submarine has a deck machine gun (B damage).
When submarine gets within one ruler distance of the convoy he can open fire with torpedoes. He has 6 bow tubes and one stern tube.
Each merchant ship needs 4 points to sink (use torpedo damage card deck).
Mission Briefing
One of our float planes has spotted a small convoy of 10 merchant ships at anchor close to the Scilly Islands.
We believe you have 7 torpedoes left from your patrol. 6 in the forward tubes and 1 left in the stern tube.
Proceed on the surface at full speed to engage the enemy.
If you can sink 4 of the ships your mission will be counted as a success.
There is a small Royal Navy airbase nearby but we believe the planes there are early reconnaissance types and pose little threat.
Our seaplane will loiter in the area and provide you with spotting and air support if needed.
The ships are believed to have US army reinforcements onboard so every ship you sink will mean less hardship for our soldiers.
Good luck.
Rules
Submarine takes 20 points to sink.
Machine gun hits on the armored submarine are counted as 0.5 effective (halve the B card score). Accumulatively they may incapacitate the crew
One roll of the dice per bomb drop. 3 or less is no damage. Bomb load is 3 bombs.
Submarine movement is made with XC cards. Submarine has a deck machine gun (B damage).
When submarine gets within one ruler distance of the convoy he can open fire with torpedoes. He has 6 bow tubes and one stern tube.
Each merchant ship needs 4 points to sink (use torpedo damage card deck).
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