Strategy & Tactics issue no. 269 Game Title



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Design Note. Concerning rule 6.6, there’s still controversy about which side knew how much and from whom they got their information. The claims and counter-claims generally have the US (and/or a mysterious Norway-based “private security firm”) keeping the UK fully informed, while the Soviets are said to have richly aided the Argentines in that regard. Depending on which claims you agree with, you should feel free to experiment with any mix of “hidden unit” and “limited intelligence” rules you like.
7.0 Operations Phases
7.1

“Operation” (or “Op”) is the term used to describe commitment of a specific force to movement and/or combat and, on the UK side, it also provides the measure by which time progresses in the game. There are a total of 25 operations (“ops”) in the game. Some may be conducted only by one of the players, while most may be conducted by either player. The list of available actions is given below. Each time a player starts one of his owns side’s Operation Phases, he does so by announcing exactly which op he’ll be conducting at that time. Each player will generally conduct just one operation in each of his own Operations Phases, but there are exceptions.


Certain random events give one player or the other the ability to conduct two operations in that one phase. Unless otherwise noted in an operation’s explanation, it’s possible for both players to pick the same action any number of times throughout the game and/or in a row. All 25 allowable operations are described below.
Op #1 (AR Only) Conduct Strategic Airlift

The AR player may move up to two ground units from Argentina to Port Stanley airfield. This move may be not intercepted by UK Op # 11 (see below).


Op #2 (AR Only) Mobilize Additional Ground Forces

The AR player activates his choice of one of the following units: 3M or 2 or SF Anf. This op may be conducted up to three times during each game, once for each of those units. Each unit so activated counts as one operation, and it’s placed in Argentina when activated, from where it may be potentially transported to the Falklands during other operations. The UK player adds one negative VP to the overall VP total each time this event is put into effect by the AR player.


Op #3 (AR) Rebase Aircraft

You may move any number of friendly aircraft from one land area (friendly or contested) to one other friendly (not contested) land area that can base those aircraft. Planes, other than Pucaras and stealth, moved in this way are subject to interception. Rebasing may be done within the Falklands as well as between those islands and the Argentine mainland.


Op #4 (UK Only) Take Control of South Georgia

The UK player moves a force consisting of any three surface vessels, a submarine and two special forces units into the South George Holding Box, thereby automatically gaining control of it. Any AR submarine(s) there at the time of this operation are automatically eliminated. The box is thereafter permanently available for use by the UK player as a locale for ship repair and reinforcement entry. The capture force doesn’t actually disembark any ground units within the box, and it may be moved out of the box normally, in whole or part, in subsequent operations. This operation may only be conducted once per game. AR submarines that may enter the box after its capture by the UK aren’t automatically eliminated; however, they may be dealt with normally in combat. Also note, though, that such subsequent AR entries into the box can’t recapture it for the AR side.


Op #5 (UK Only) Repair Damaged Vessel

The UK player may repair—remove the hit marker from—any one damaged UK surface ship or submarine. A damaged vessel must be in the South Georgia Holding Box in order to be repaired, and its move there can’t be part of this same operation. This operation may not be conducted until after Op #4 has been conducted. Note that sunken vessels may not be reclaimed from the dead pile via this or any other operation.


Op #6 (UK Only) Enter Reinforcement Group

The UK player may enter the lowest-numbered reinforcement group (R1 through R6) either via Sea Area 4 or, if it’s UK controlled, the South Georgia Holding Box, as decided by him on a ship-by-ship basis (transported units must arrive with their designated ships). No higher-numbered reinforcement group may be entered, in whole or part, until all the lower-numbered groups before it have been entered. No unit(s) within any entered group may be left behind. This may not be chosen as either of the first two UK operations of the game, nor may it ever be chosen twice in a row. Entry of a group ends this operation; it doesn’t get a further free move, though it certainly could be chosen for that in any subsequent operation. The groups need not maintain their original organizational force structure once entered.


Op #7 (UK Only) Conduct an SF Raid on a Falklands Airbase

The UK player indicates any one SF unit, which may be located aboard any ship or in any friendly controlled and uncontested land area at the time, to this mission (it doesn’t actually move). The result is he eliminates any one AR aircraft unit from any airfield on the Tactical Map. Immediately after removing the AR aircraft, roll a die. On a result of six, the involved UK SF unit is eliminated. This op may not be picked more than once per game.


Op #8 (UK Only) Regroup Ground Unit

The UK player may “regroup”—remove the hit marker from—any one stricken ground unit. The regrouped unit must presently be on a UK vessel or in an uncontested and friendly controlled land area. Note that fully eliminated ground units may not be reclaimed from the dead pile via this or any other operation.


Op #9 (UK Only) Execute Operation Black Buck

The UK launches strategic aerial attacks with Vulcan bombers against AR airbases in the Falklands. All AR aircraft, other than Pucaras, on any Falkland Island airbase at this time are moved back to Argentina. That evacuation doesn’t count as an operation for the AR player. Pucara operations are unaffected. This op may only be chosen once per game; however, once chosen, the only AR aircraft that may thereafter base anywhere in the Falklands are Pucaras.


Op #10 (UK Only) TEZ Temporarily Expanded

When chosen, this event is, in effect, freely tacked onto any other combat event the UK player may simultaneously choose (for a total cost on one operation expended). With it, the UK player may attack any AR surface vessels and/or submarines in any sea area anywhere on the map without generating positive VP when/if those attacks result in sinkings (see 4.4/2). Instead, during the attack operation when this TEZ expansion is in effect, all AR sinkings, no matter in which sea area they occur, generate the negative VP described in 4.4/3. This TEZ expansion may be chosen only once per game. This op doesn’t allow for attacks into the Argentine mainland.


Op. No. #11 (UK Only) Aerial Interception of AR Aerial Op

This action may be conducted only by the UK player, and he may do so any number of times per game, provided only that the AR action currently underway is 3, 17, 18, 19 or 20, and only the land-based AR aircraft component within Op 20 may be intercepted. If the movement of those AR aircraft takes them into or adjacent to one or more sea areas containing UK aircraft carriers, or into any area of the Tactical Map while UK aircraft carriers are in range of that map, those UK units may make interrupt the AR operation in order to make an attack on those AR aircraft. The UK interception is fully resolved prior to the surviving AR aircraft going ahead and making their planned move and/or attack. Pucara and stealth aircraft, as well as attacks by the AR carrier, may never be intercepted; however, their presence in an AR group that contained intercept-eligible planes wouldn’t inhibit the interception of those eligible units.


Op #12 (UK Only) Conduct Cross-Decking

You may switch around ground units from naval vessels to other naval vessels in the same sea area. Forces may be moved about and stored as desired, as long as load limits are observed for all transporting ships.


Op #13 (UK Only) Conduct Air Attack on an Enemy Falklands Airbase

You may use one or both of your in-range aircraft carriers to attack the AR aircraft on the ground at any one Falkland Islands airbase. The attacking ships use their anti-air combat factor. There is no AR return fire.



Op #14 (Both) Conduct Surface Attack on Enemy Surface Vessels

You may use your surface vessels and/or submarines to attack enemy surface vessels (but not enemy submarines) that are co-located with them in any one sea area.


Op #15 (Both) Conduct Ground Attack

Use a friendly ground force already in a contested land area, along with any in-range planes and carrier (AR carrier only) you might also want to commit to the effort, to attack the enemy ground force in that area.



Op #16 (Both) Conduct an Amphibious Landing Into a Friendly or Contested Area

You may disembark one, some, or all of the friendly ground units being transported by your ships within the Falkland Islands Sea Area into any friendly controlled land area on the Tactical Map, or one that’s presently already contested or, alternatively, into a land area that’s devoid of both sides’ ground units. The sea area from which the landing is made may be contested. Even if the land area is contested, there is no immediate combat as part of this operation.


Op #17 (Both) Conduct Amphibious Assault

To conduct this op, you must have one or more assault ships (Intrepid and Fearless for the UK, Cabo San Antonio for the AR) in the Falkland Islands Sea Area. Friendly ships in that same sea area may conduct a naval bombardment of the landing area prior to the amphibious assault, and it’s conducted as part of this assault op. The assault may be into any enemy controlled land area. No more than five steps may be landed from Fearless and Intrepid (each) in the first wave, while no more than two units may be landed from Cabo San Antonio. The units that are landed from those vessels are the only ones allowed to fight in that land area during this operation. When they attack, their hit numbers are reduced by one (in addition to all other applicable modifiers). In a UK operation, provided at least one unit from the first wave survives that combat, an additional one to 10 steps may then be landed immediately (still part of this same operation). Those additional troops must already be located in the Falkland Islands Sea Area aboard any transport vessels.


Op #18 (Both) Conduct Air-to-Sea Attack

You may move a force of friendly aircraft from a land area to any one in-range sea area and attack the enemy surface vessels there. If you have one or more carriers in range of that same sea area, they may be committed to the same attack, or they could attack without the participation of any land-based aircraft. When this op is conducted by the AR player, its land-based air component is subject to UK interception (but not the AR carrier if it’s involved).


Op #19 (Both) Conduct Air-to-Ground Attack

You may move a force of friendly aircraft from a land area to any one in-range land area and attack the enemy ground units there. If you have one or more carriers in range of that same land area, they may be committed to the same attack, or they could attack without the participation of any land-based aircraft. When this op is conducted by the AR player, its land based air component is subject to UK interception (but not the AR carrier if it’s involved). Neither side’s SF units may ever be hit by air-to-ground attack.


Op #20 (Both) Conduct Naval Movement and/or Combat

You may move one, some, or all of your surface ships and/or submarines from one sea area to another sea area anywhere on the map. AR vessels may also start or end this op “in port” in mainland Argentina. If enemy surface vessels or submarines are in the final sea area into which you’re moving your force, they may be attacked as part of this same operation, and other friendly vessels already in that final sea area may also be involved in the attack. Further, in-range land-based aircraft, and/or carriers in adjacent sea areas, may also be involved in the attack. Even further, if all the ships and submarines you want to involve in your attack are already in the contested sea area in which you want to attack, you may do so using this same op but without any movement having to take place (and, yes, in such a situation your in-range land-based aircraft and/or carriers could still be brought in).


Op #21 (Both) Conduct Naval Shore Bombardment

You may use a force of friendly surface ships already within the Falkland Islands Sea Area to attack enemy ground units and/or land-based aircraft in any land area on the Tactical Map. There’s no return fire. Neither side’s SF units may ever be hit by this kind of fire.


Op #22 (Both) Conduct Helicopter Movement of Ground Units

The UK player may move up to two infantry and/or SF units (total) from one friendly controlled land area in the Falklands to any other friendly controlled or contested land area in the Falklands. The AR player may do the same, but his limit is one infantry or SF unit per op. This op, when conducted by the AR player, isn’t subject to interception. If moved into a contested area, helicoptered units may end their move by attacking, alone or in conjunction with other friendly ground units already present; however, those helicoptered units would suffer a minus-one decrease in their hit number during that attack.


Op #23 (Both) Conduct Vessel Loading

You may load ground units from a land area onto naval vessels in the Falkland Islands Sea Area or (AR player only) in the Argentine mainland. Load limits must be observed for all involved ships.


Op #24 (Both) Conduct Ground Movement and/or Attack

You may move a force of ground units from any a land area in the Falkland Islands to any adjoining land area in the Falklands. (To be considered “adjoining,” the two land areas must touch, at least partially, across a land boundary. For example, the Lafonia area is adjoining only to the Goose Green area.) If enemy ground units are in the land area being moved into by your force, they may be attacked as part of this same op, but that isn’t required. Other friendly ground units already in the land area being moved into may also be involved in the attack as part of this same op. If only enemy land-based aircraft units are located in the area moved into, they make an immediate emergency rebasing (see 9.7). As an alternative to the above, if the friendly ground force is already located in the contested area in which you want to conduct your attack, you may simply do that without any prior movement being required.


Op #25 (Both) Conduct SF vs. SF Combat

You may use all the SF units you have in any one Falkland Islands land area to attack the enemy SF units located there. All other units are ignored, no naval or air support is available, and no die roll modifiers of any kind apply.


8.0 Submarine Movement Phases
8.1

During your own side’s Submarine Movement Phases, you may choose to move none, one, some, or all or your submarines as you like. These moves don’t use up operations.


8.2

No attacks are made during these phases, just submarine moves.


8.3

Note that submarine moves made during these phases in no way inhibit those same boats from moving and/or fighting in the regular Operations Phases. Also note, however, that submarine activities in the regular Operations Phases do count as using up operations.


9.0 Movement
9.1 Ship Movement

Whenever you conduct an operation involving the movement of one or more surface vessels and/or submarines, you simply pick up those units and move them to the sea area you want as your destination. There’s no limit on number of ships that may move as part of any force in any one operation. For vessels traveling to/from the South Georgia Holding box—which is allowed for all UK vessels but only AR submarines—they exit/enter via Sea Area 5.



9.2 Ground Movement

Ground units from one area may move to another land area with which that original area shares at least a partial-land border. There’s no limit on number of units that may move as part of any one operation’s ground force. The ground unit movement maximum is usually one area entered per operation, but see Op #22 for the exception.



9.3 Aircraft Carrier Range

All aircraft carriers have a strike range of one sea area. That is, attacking into a sea area adjacent to the one from which it’s located is considered a range of one. There is no diminution of attack strength for attacking at range. All land areas on the Tactical Map are considered to lie within the Falkland Islands Sea Area on the Strategic Map.


9.4 AR Aircraft Movement & Ranges from Argentina

All AR aircraft flying from the Argentine mainland—except A-4s—may operate out to the range line on the mapsheet. A-4s operating from Argentina have a range sufficient to reach Sea Areas 1, 2, 3 and 6. Note, though, that in any one operation in which they’re involved, up to four Argentina-based A-4 units may be designated as using aerial refueling, and they can thereby extend their range to include the Falkland Islands Sea Area.


9.5 AR Aircraft Movement & Range from the Falklands

All AR aircraft flying from bases in the Falklands have an unlimited range, except they may not enter the South Georgia Holding Box.


9.6 AR Emergency Rebasing

When the only unit(s) in a land area within the Falkland Islands Sea Area are AR aircraft, and the UK player has one or more ground units there, “emergency rebasing” must take place immediately. The AR player should move the rebasing to another friendly controlled or contested base area or to Argentina. Normal basing restrictions must be met. Emergency rebasing doesn’t count as an operation, but aircraft other than Pucaras and stealth are subject to interception when performing it. Rebasing destinations may be decided on by the AR player on a unit-by-unit basis.



9.7 Argentine Mainland Special Status

Located on the western edge of the Strategic Map, the Argentine mainland (“Argentina”) has a unique status in play. That is, no UK movement or combat may ever take place in that area. Further, the only ships in the game that are ever considered to be “in port” are AR vessels located in the Argentina area. Simply place such ships within the landmass to show that status. Nothing special is required of AR ships moving into or out of Argentina; simply move them as if they were going from one sea area to another. The aircraft and naval vessel basing capacity of Argentina is infinite.


9.8

No unit once in play on the map may be moved off it except by being eliminated in combat. (The South Georgia Holding Box is considered to be “on the map” for this purpose.)


9.9

Whenever you move a “force” of units from an area, you need not include all the friendly units starting there in that move. Once a force starts moving, though, you may not drop off any units along its path of movement. Also note certain operations allow friendly units starting an operation in areas other than the one from which your moving (and/or attacking) force is originating to join in that operation.


10.0 Combat
10.1

Combat is voluntary except when Op #15 is chosen, or when declaring any other operation that is simply about attacking. (Don’t declare such an operation unless you want to attack.) In general, it can be said that combat only occurs between opposing units in the same area; however, carriers can project their combat factors into a land or sea area adjacent to their location.


10.2 Procedure

Units participate in combat, offensively or defensively, by “firing” at opposing enemy units. If a unit doesn’t posses the ability to engage a certain type of target, it may not fire at that type of unit. For example, a submarine with a printed anti-aircraft combat factor of “0” couldn’t fire, offensively or defensively, at any aircraft. Note, however, that disability wouldn’t work to prevent aircraft with printed anti-submarine combat factors of “1” or more from attacking that zero-defense submarine.


Roll one die per firing unit. If the result is equal to or less than the combat factor being used, it’s a “hit.” Every hit causes a “step loss” on the targeted unit. Any AR unit that’s hit once is thereby eliminated and permanently removed from play. Other than SF units, all UK units contain two steps. A two-step UK unit that suffers a hit should be marked by having a “Hit!” marker placed atop it. A UK unit that’s been hit (and thereby “reduced” to one step), and that suffers a second hit while still bearing its “Hit!” marker, is eliminated and permanently removed from play.
In each combat, each of your participating units may fire (roll one die) at any one involved opposing unit. In turn, each of your firing units may be fired at by one or more opposing units in that same battle. It’s never required, on offense or defense, for a unit to fire back at the same unit that’s firing at it. In general, it’s not allowed to withhold units from participating in a battle going on within its area; however, note the important exception described below in rule 10.4.

All fire in a given battle is considered to be taking place simultaneously within and between both sides. There’s no advantage to rolling your combat resolution die rolls before the other player. All combat dice are rolled by both players before any hits take effect. For formality’s sake, the player who conducted the operation should fire all his shots first.


Within the strictures of the protected target rule (10.4), you may assign more than one of your units to attack the same enemy unit. In general, however, if your first hit, or one of your early hits, succeeds in eliminating a multi-targeted enemy unit, you’re not then allowed to reassign your “overkill” units—they’ve simply been wasted as far as that battle goes. Also note there are never any multi-round battles. In general, each involved unit on both sides is allowed to fire once, and that battle is then over. For the important exceptions to the above, see 10.9 below.
10.3 Zeroes, Ones & Sixes

No matter what, die roll modifiers may apply in a given battle, a printed hit number of zero may never be changed into any other number, and no printed hit number of one or more may ever be reduced to zero. Similarly, no hit number of one through five may ever be modified into a six. That is, there is never a completely “sure thing” when it comes to rolling dice in this game.


10.4 Protected Targets

Hermes, Invincible, 25 de Mayo, Fearless, Intrepid, Cabo San Antonio, and all UK “T” transports are considered “protected targets” when in combat. No protected target may be attacked unless every other unprotected enemy surface ship in that same area is also being attacked by at least one of your units. As a reminder of this status, protected ships have their names underlined on their counters. Also note certain random events create exceptions to this.
10.5 AR Stealth Aircraft

The single AR Super Entendard aircraft unit is identified as stealthy (“STL”). That means whenever it’s fired at by any UK units of any kind, the “to hit” numbers of those firing UK units is reduced to “1” Carefully note: the hit numbers aren’t reduced by one, they’re reduced to one. Similarly, this unit also may never be intercepted. Further, this aircraft unit may never make more than five attacks during an entire game, after which it’s simply removed. Keep a record on the UK Operations Remaining Track using the marker provided.



10.6 Mountains

Units of any types, and of either side, which are attacking in an area that contains mountains do so with their hit numbers reduced by one. This doesn’t apply to units making defensive fires.


10.7 AR Entrenchments

The Port Stanley and Goose Green areas have been fortified with entrenchments. UK units attacking in those areas do so with their hit numbers reduced by one. Note, though, those entrenchments never benefit UK units defending in those areas.


10.8 Special Forces Operations

Both sides’ SF units may move as part of a force involved in a conventional ground op, or they may be moved as part of an all-SF force. If you make a ground attack or defense with a force containing SF units and other ground units, and your side is the only one with SF units involved, all your other ground units in that fight have their hit numbers increased by one (cumulative with all other applicable modifiers). In such mixed fights, the SF units don’t themselves fire, but they share the fate of your last friendly conventional ground unit in that battle.

SF units may only be eliminated via SF vs. SF combat in Op #25, or via OP #7, or via random event 2-4. Whenever Op #25 is conducted, the involved SF units shoot at each other as if they were regular units, but no aerial or naval support may be involved, nor do mountain or entrenchment die roll modifiers apply. The presence of only SF unit(s) in an enemy occupied land area counts as “contesting” that area.

SF units’ anti-ground combat factors are marked with asterisks as a reminder of these unique characteristics.


10.9 Hermes & Invincible Multiple Shots

Prior to rendezvousing with the Atlantic Conveyor, each time a British carrier fires, offensively or defensively, at any target(s) other than submarines, they may fire three times. Once they’ve rendezvoused with the Conveyor– which is defined as all three ships being in the same sea area at the end of any UK operation—that number of shots is increased from three to four and the Conveyor is removed from play (without yielding any VP). Note that when taking their multiple shots, the carriers need not fire them all at the same target within a given battle, and they need not assign each shot beforehand. All shots would have to be taken, though, at enemy units in the same battle area. When firing at submarines, neither carrier ever fires more than once per battle.

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