Strategy & Tactics issue no. 269 Game Title



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Interception Example. Let’s say the two UK aircraft carriers are in the Falkland Islands Sea Zone. The Atlantic Conveyor hasn’t yet shown up. The AR player is taking his Operations Phase, and he does so by choosing to launch several of his aircraft units from their base in Argentina against those UK carriers. As those planes enter a sea area next to the Falklands Sea Area, the possibility of interception by the UK player is thereby triggered. The UK player declares an interception, which temporarily halts the movement of the attacking AR aircraft in that sea area next to the Falklands Sea Area. The UK player then makes six attack rolls: that’s three per carrier, with a hit number of “3” for each roll using those ships’ anti-aircraft combat factors. Whatever hits the UK player scores are immediately removed, in the form of eliminated AR aircraft, from the attacking AR force. That ends the interception. The surviving AR aircraft then press on to enter the location-area of the UK carriers, where they then fight another battle with those carriers; however, this time the combat die rolls of both sides would be rolled simultaneously, with both side’s hits not going into effect—again, simultaneously—after all the rolls had been made.
10.10 Armor in Combat

There are three armored units in the game: the UK B&R and the AR 10th and 181st. Whenever a non-armored ground unit fires at an armored unit, that firing unit’s hit number is decreased by one.


10.11 Hits

When any AR unit is hit, it’s eliminated. When a two-step UK unit is hit, place a marker on it. If it’s hit again while still carrying that marker, it’s eliminated. Other than that, hit markers have no effect on any of the normal movement of combat capabilities of UK units.


11.0 Random Events
11.1

The Random Events Phases are used to inject friction and opportunistic elements of war into play. They’re things that can’t be planned for, only prepared for to some extent. Every event listed either happened or could’ve happened.


11.2 Procedure

At the end of every turn both players—the UK player always going first—roll a die and consult the list below to get an event. The first (UK) die rolled is the first digit of the event, and the second (AR) die rolled is the second number of the event. Thus, if the UK player rolled a two, followed by the AR player rolling of four, the result would put into effect event 2-4, “Special Forces Team Compromised.” Each event may rolled into effect any number of times unless otherwise stated within its explanation. If a “no effect” is the result, no reroll is made. Circumstances otherwise permitting, no activated event may be declined by either player.


11.3 Random Events List

All the random events are listed below in dice-roll order.


1-1 & 1-2 & 1-3 & 1-4 & 1-5: UK Operational Superiority

When next up, the UK player may conduct any two operations for the price of one. He need not announce his second op ahead of time. This event is considered to be in effect at the start of the first turn.



1-6: Poor UK Staff Work

The UK player may not conduct any air, sea or land movement during his next Operations Phase. Battles may be fought in areas already contested, and the UK Submarine Movement Phase isn’t affected.


2-1 & 2-2 & 2-3: UK Surface Vessel Detection Advantage

The UK player may immediately conduct an attack on the AR surface ship(s) in any one presently contested sea area. Normal VP awards and debits pertain for each sinking. This attack doesn’t count as using up a UK operation. Normal defensive fires are made.


2-4: Special Forces Team Compromised

The UK player rolls another die: on a result of one through three, his side is affected; on a four through six, the AR side is affected. The unaffected player chooses any one enemy SF unit located in any contested land area. The affected player must permanently remove that unit from play. If there are no SF units in such a situation, the result is “no effect.”


2-5 & 2-6 & 3-1: UK Submarine Detection Advantage

The UK player may immediately conduct an attack on the AR submarine(s) in any one presently contested sea area. Carriers may only participate if they’re in the same area as the attacked submarines. Normal VP awards and debits pertain for each sinking. This attack doesn’t count as using up a UK operation. Normal defensive fires are made


3-2 & 3-3: AR Target of Opportunity

As his next operation, the AR player may choose to attack any one protected UK surface vessel without having to also engage unprotected targets in that same area. Normal VP pertain for a sinking, and the targeted ship makes normal defensive fire.



3-4 & 3-5 & 3-6: UK Surprise Sub Attack

The UK player may attack any one AR surface vessel, protected or not, that’s presently co-located in any sea zone with one or more UK submarines. The AR player may not respond to this attack with any defensive die rolls. Normal VP pertain for any sinking. This doesn’t count as an operation for the UK player.


4-1 & 4-2: Decisive UK Leadership

The UK player should take the “UK Decisive Leader” marker as a reminder this event is activated. He may play that marker after any die roll made by either player that he (the UK player) doesn’t like. The effect is to make/allow the rolling player to roll that die again. If the AR player has the AR Decisive Leader marker in his possession when this event is activated, the effect is to take that marker away from the AR player; however, both markers are then out of play until rolled into effect again for one or the other player. See event 4-3 below.


4-3: Decisive AR Leadership

The AR player should take the “AR Decisive Leader” marker as a reminder this event is activated. He may play that marker any die roll made by either player that he (the AR player) doesn’t like. The effect is to make/allow the rolling player to roll that die again. If the UK player has the UK Decisive Leader marker in his possession when this event is activated, the effect is to take that marker away from the UK player; however, both markers then out of play until rolled into effect again for one or the other player. See event 4-1 & 4-2 above.


4-4: AR Surface Vessel Detection Advantage

The AR player may immediately conduct an attack on the UK surface ship(s) in any one presently contested sea area. In-range aircraft may be flown in to assist in this attack, and the 25 de Mayo may also participate if it’s in range. Normal VP pertain for each sinking. This attack doesn’t count as using up an AR Operations Phase. Normal defensive fires are made.



4-5: UK Political Pressure for a Decision

The UK player must conduct an amphibious landing and/or ground attack sometime within his next three operations or the AR player is awarded two VP at the end of that third UK operation.


4-6: Argentine Air Force Mechanical & Parts Issues

The AR player may not move or fight any aircraft units during his next Operations Phase.


5-1 & 5-2: Poor AR Logistics

The AR player may not conduct any kind of attack during his next Operations Phase.


5-3 & 5-4 & 5-5: Severe Weather

Mark one UK operation as having been expended with no effect. This doesn’t cancel the UK player’s next Operations Phase; in effect, however, the bad weather has worked to double its cost in time and resources expended.



5-6 & 6-1 & 6-2: Argentine Air Force Panache

The AR player may conduct two ops instead of one during his next Operations Phase, provided they’re both ops involving only the moving and/or fighting of aircraft (Op #1 is allowed).



6-3: AR Receives Replacement Aircraft from Sympathetic Peru

The AR player may instantly and freely replace any one eliminated non-stealth aircraft counter. It appears on the Argentine mainland. That placement doesn’t count as an AR operation.


6-4: Land-Launched Exocet Available

The AR player immediately gets a land-launched Exocet missile attack. He selects any one UK surface vessel in the Falklands Sea Area to receive it. If no such target is presently available, he may simply hold onto the unit-counter and use it another time. If this attack is made now, it doesn’t count as an AR operation. If the attack is saved and made later, it will then count as an operation. This event may happen only once per game; treat it as “no event” if rolled again. The AR hit number is three.


6-5: AR Submarine Detection Advantage

The AR player may immediately conduct an attack on the UK submarine(s) in any one presently contested sea area. In-range aircraft may be flown in to assist in this attack, but the 25 de Mayo may only participate if it’s in the same area as the UK subs. Normal VP pertain for each sinking. This attack doesn’t count as an AR operation. Normal defensive fires are made.


6-6: AR Surprise Submarine Attack

The AR player may attack any one UK surface vessel, protected or not, that’s presently co-located in any sea zone with one or more of his AR submarines. The UK player may not respond to this attack with any defensive die roll. Normal VP awards pertain for a sinking. This doesn’t count as an operation for the AR player.
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