Stuck Submarine
Players: 4-8
Gaming Surface:
Allied Airfield and Harbour protected by an anti-submarine net at Allies side.
Length: 120cm. Width: 90cm. (see scenario map)
Axis Players:
3x Mitsubishi A6M2 Reisen
1x Aichi D3A1 Val (axis planes starts at the edge of the axis side at altitude 3)
One Submarine stuck in the anti-submarine net (see scenario map)
Axis Armaments:
2x 20dmg bomb and 1x repair package on Val,
3x 10dmg bomb one on each Zero.
Axis Fuel:
All Axis planes start with drop tanks, 60 in tanks + 40 in drop tanks.
Allies Players:
2x Grumman F4F-3 (patrolling over the harbor at altitude 3)
2x Grumman TBF-1 Avenger landed on airstrip ready to take off
Allied Armaments:
4x Torpedo doing 2 D token damage on hit.
Allied TBF can land on the airstrip to rearm torpedo.
Allied Fuel:
Allied planes can land on airstrip to refuel up to 40 points of fuel.
F4F-3 starts with 30 fuel in their tanks representing an ongoing patrol.
TBF-1 starts with 40 fuel.
Winning Conditions & Objectives:
Axis must prevent allies to destroy the submarine by all means!
A Val with repair package must fly over submarine at altitude 0 and drop the package no further than half ruler distance from the submarine, for the sub to be able start repairs and free itself from the net. It takes 4 turns to retrieve and use the package at the end of which it must submerge for 3 turns, resurface and then it can head toward the axis side surfaced.
Additional Axis Objectives:
Destroy all enemy aircrafts: + 50 points.
Destroy the airfield fuel storages to prevent allies from refueling: + 40 points.
Destroy the hangar to prevent allies from rearming torpedoes: + 40 points.
Allies must destroy the enemy sub using torpedo!
Additional Allied Objectives:
Destroy all enemy aircrafts: + 50 points.
Defend the airfield fuel storages: + 40 points if it's intact at end of game.
Defend the hangar: + 40 points if it's intact at end of game.
The game ends when the submarine is sunken or once it leaves the gaming surface on axis side.
Rules Needed:
Basic Rules, Altitude, Fuel, Two-seaters, Strafing, Dive Bombing, Level bombing,
Full load, Torpedo run rules, Submarine rules.
Torpedo run rules:
To launch, a torpedo the attacking aircraft must be at altitude 0.
The plane must execute the following three maneuvers in order: first a straight, then a stall, then a straight. Before revealing any maneuver, if the airplane's last executed maneuver was straight and its next planed maneuver is stall, the bomber can decide to launch the torpedo. The planed maneuver is executed and then, before resolving firing torpedo card is placed in front of the plane base, with its rear side matching the front side of the airplane.
Torpedo card travels in a straight line for five turns after the turn they are launched.
Torpedo card moves at the beginning of each moving phase after all ships moved and planed their next move.
Move torpedo cards by flipping them end over end in the direction of travel once per turn.
If torpedo card touches any target in the water it explodes and the target takes two D damage tokens.
Submarine rules:
The submarine uses only slow speed marker to determine its movement and blank marker to determine stationary submerge or resurfacing. It plans and executes its maneuvers same way as an aircraft does with only few differences. Submarines travels only at low speed and use mixed deck for movement, specifically cards 1, 2 from ”I” deck cards 7,9 from “D” deck for movement and cards 11,14 from “I” deck for submerging and resurfacing, the submarine is not putting its maneuver card in front of it but rather under the submarine base, with its rear side matching the rear side of the submarine base, after that the submarine uses appropriate low- speed move.
During the movement phase, submarine performs its move and then immediately plans its next maneuver first before any airplane executes its move.
If submarine wishes to submerge or resurface stationary it use a blank speed marker on its planing board instead of regular low speed marker. When the submarine submerges, it stops moving on the table. The player keeps on planning maneuvers as normal, but the submarine base stays in the same position that the model would have reached after the dive. It is just remainder of where the submarine was last on the board. Its maneuvers are kept one on top of the other until a surface move is executed or enemy drops a sonobuoy. In that phase, the player takes all the pile of the maneuvers planned since the dive and he executes all of them immediately, in the order he planned them, putting the model back on the gaming field.
Variants: To make the game faster and easier you can skip the fuel and full load rules.
Scenario map:
Hit Points:Submarine: 30 HP
Hangar: 40 HP
Fuel Storage: 5HP
Sources:
Submarine card can be found in Aerodrome files section here.
http://www.wingsofwar.org/forums/dow...do=file&id=150
Torpedo card can be printed out of All the Ships at Sea rules also in Aerodrome files section here.
http://www.wingsofwar.org/forums/dow...=file&id=781or you can simply use bomb card.
Avengers are bit harder to obtain you can either put together some parer one as i did they can be found here. http://waspcv7.republika.pl/avangerCV9.pdf
or you can buy and paint some resin ones you can get them here. http://www.angelfire.com/nj4/armamen.../resin09mm.htm
Bookmarks