WHAT YOU’LL NEED - Warlord Games

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This solo play supplement for Victory at Sea puts you in commandof a US Navy squadron, tasked with interdicting the titular TokyoExpress.While the scenarios can be played in any order, we recommendstarting with the titular Tokyo Express, before moving onto theSolomon Shuffle, ending with a climactic gunnery duel in IronbottomSound!You’ll chase Japanese ships back and forth across the sounds andinlets of the Solomon Islands, hopefully sinking them before theycan offload their cargo to the beleaguered infantrymen on NewGuinea and Guadalcanal.You’ll find that each scenario presents new challenges, withmultiple objectives to complete to achieve total victory. Aftereach battle, you’ll have to manage your squadron’s resources tokeep each ship in fighting shape.Alongside three brand new scenarios, this supplement containsrules for personalising your captains and linking your gamestogether into a solo campaign.These rules are still in development, so make sure you get intouch and let us know how you got on. Drop us a line atinfo@warlordgames.com, or on one of our many social mediachannels!Tokyo Express uses a simple articifical intelligence system to governthe actions of enemy ships. When activated, enemy ships will takestock of other nearby ships and attempt to upset your carefullylaid plans!WHAT YOU’LL NEED Credits & AcknowledgementsA copy of the Victory at Sea starter setA set of Tools & Counters, dice & a tape measureA 3’x3’ play areaA copy of these rulesAt least 6x US Navy Destroyers (any type)At least 3x IJN Destroyers (any type)1x USS Chicago & 1x USS Northampton1x Kumano, 1x Furutaka & 1x MogamiVictory at Sea Core Design: Matt SprangeTokyo Express Writing & Layout: Tom MecredyPlaytesting & Proof Reading: Tom Mecredy, Dan Hewitson,Karl Oliver-Kyriakou, Charlie MonaghanAcknowledgements: Paul Sawyer & the Warlord GamesStudio TeamMogami-class cruisers under deadly torpedo attack from US destroyers1

MOVEMENT PHASEThese solo play rules follow the same structure as normal gamesof Victory at Sea. The game is played in discrete turns, each brokendown into four phases.If you won the Initiative roll, choose one of the enemy shipsto move. Enemy ships act according to the artificial intelligencedisplay presented overleaf. If you lost the Initiative roll, move oneof your ships first.During each turn, you’ll manage all the ships on the table, butthe actions of all the enemy ships will be dictated by the artificialintelligence system.When moving an enemy ship, check their position relative to anyships from your squadron and refer to the appropriate entry onthe accompanying diagram. Some entries allow enemy captainsto take an order - you’ll need to make a Crew Quality check forsome of these, as described onpage 11 of the starter rules booklet.INITIATIVE PHASEIn the regular version of Victory at Sea, both players roll a D10to see who has seized the initiative. Whoever rolls the highestnumber gets to move second and shoot first.Any AI-controlled ships that begin a turn with escalating CriticalDamage (see page x.x) take the Flood Magazines! order. Thisorder is taken instead of the order specified by the movementdisplay.In this solo play conversion, you’ll need to roll two D10s ofdifferent colours, one representing your squadron, the otherrepresenting the enemy. If your D10 is higher, you have theinitiative. If the enemy’s D10 is higher, they have the initiative.You have complete freedom of action when it comes to movingyour own ships, as per the normal game rules. Play continues asnormal, alternating between your own ships and enemy ships untilall ships have moved.GUNNERY PHASEIf the enemy won the Initiative roll, choose one of their ships toshoot first. If you won the Initiative roll, you’ll be shooting first.END PHASEBefore firing any weapons, roll on the gunnery table presentedbelow to determine how the enemy captain is splitting his fire.During this phase, you’ll make Damage Control and Escalationchecks for all ships in play. Start with all player-controlled shipsbefore moving onto AI-controlled ships.Play continues as normal, alternating between your own ships andenemy ships until all ships have fired their weapons.GUNNERY TABLEWhen an AI-controlled ship is called upon to fire its weapons, roll 1d10 on the table below to determine the captain’s orders.GUNNERY TABLED10 Score1-56-89-10ResultDevastating Strike: The captain directs all available weapons at the closest targetSplit Fire: The captain equally divides his fire between the two closest targetsPriority Target: The captain fires all available weapons at the enemy ship with the highest points valuewithin range.2

Fore ArcStarboard ArcFore 11-20”:Starboard 11-20”:Fore 21-30”:Starboard 21-30”:Aft ArcPort ArcAft 11-20”:Port 11-20”:Aft 21-30”:Port 21-30”:Fore 0-10”:Starboard 0-10”:Aft 0-10”:Port 0-10”:USING THE ARTIFICIAL INTELLIGENCE DIAGRAMThe bridge of the activated ship is imagined to be at the centre of the diagram. Check the distance between the activated ship and anyplayer-controlled ships. The ship takes a predetermined course of action depending on the position and distance of the nearest playercontrolled ship. In the case of a tie, use the points value of the ships as a tie-breaker in favour of the more expensive ship.Key to DiagramOrders: Turns: Moves:Unit takes the EvadeUnit makes a fullOrderturn to the LeftUnit takes the ComeAbout OrderUnit makes a fullturn to the RightUnit moves a number ofinches equal to half its FlankSpeed (Round Up)Unit moves a number ofinches equal to its FlankSpeedUnit moves forward anumber of inches equal toits remaining movementUnit moves forward 2”Unit moves forward 4”3

“To Cmdr. Task Force 46. Aerial reconnaissance indicates Japanesecruiser and destroyers heading SSE towards VILLA LAVELLA at2050hrs. Locate and destroy enemy force before it escapes the area.Good hunting.”FORCESTask Force 46; US Navy 4x DestroyersImperial Japanese Navy 3x Destroyers 1x KumanoDEPLOYMENTThe Japanese squadron deploys in a line led by the Kumano in thecentre of the marked area.Your squadron may deploy anywhere in the marked box.This scenario doesn’t use the Scouting Phase.GAME DURATIONThe game will end after 6 turns, or when all the Japanesedestroyers have escaped, or been sunk.OBJECTIVESPrimary Objective Sink at least two enemy destroyersSecondary Objectives Sink or cripple the Kumano Prevent the enemy from sinking any friendly shipsSPECIAL RULESCargo RunThe Japanese ships are heavily laden with cargo for the embattledinfantrymen dug in on the nearby island of Villa Lavella. Reducethe Flank Speed of all Japanese ships by -1”.If a Japanese ship is activated during the movement phase, andthere are no enemy ships within 10”, instead of referring to theartificial intelligence diagram, move the ship towards the tableedge opposite their starting zone.Destroyers may escape the battlefield by moving off the tableedge opposite their starting zone.Mikuma4

“MAYDAY, MAYDAY! This is the USS NORTHAMPTON. We are undersustained enemy air attack at 9 degrees south, 159 degrees east.We are burning stem to stern with enemy ships closing port andstarboard. Requesting immediate assistance!”FORCESTask Force 46; US Navy 4x Destroyers 1x USS NorthamptonImperial Japanese Navy 2x Destroyers 1x Mogami 1x FurutakaDEPLOYMENTPlace the USS Northampton in the centre of the table.Deploy the Japanese squadron in two groups of 1 destroyer and 1cruiser, one on either side of the Northampton 12” away from thestricken ship.OBJECTIVESYour squadron may deploy anywhere in the marked box.Primary Objective Prevent the Northampton from being sunk.Secondary Objectives Sink at least one of the enemy cruisers. Prevent the Northampton from taking any further criticaldamage.This scenario doesn’t use the Scouting Phase.GAME DURATIONThe game will end after 6 turns, or until the Northampton hasescaped the battlefield.SPECIAL RULESBurning Stem to SternThe Northampton has been set ablaze by enemy dive bomberattack. It starts the battle Crippled, with the Multiple Fires CrewArea critical effect.USS ChicagoUSS Northampton5

“To Cmdr. Task Force 46. USS CHICAGO has been engaged byenemy fire while on naval gunfire support mission off the coast ofGuadalcanal. Drive off enemy squadron and protect the CHICAGO.Good hunting.FORCESTask Force 46; US Navy 4x Destroyers 1x USS Northampton (See special rules) 1x USS ChicagoImperial Japanese Navy 3x Destroyers 1x Mogami 1x Furutaka 1x KumanoDEPLOYMENTDivide the Japanese force into two waves, one composed ofMogami and two destroyers, the other composed of Furutaka,Kumano and the remaining destroyer.OBJECTIVESPrimary Objective Keep the Chicago on station (see special rules) for threeturns.Secondary Objectives Keep the Chicago on station for four turns Sink at least half the enemy squadron.Deploy the first wave in the marked area. The second wave sailsonto the table from any point along the marked edge at the startof Turn 3.Your squadron may deploy anywhere in the marked box.This scenario doesn’t use the Scouting Phase.SPECIAL RULESGAME DURATIONNaval Gunfire SupportThe Chicago has been tasked with providing fire support to USMarines on Guadalcanal.The game will end after 6 turns, or until the Chicago has beensunk.At the start of the game, place a D6 with the one face up nextto the Chicago. To continue providing fire support, the Chicagomust sail in a straight line, and not fire its main batteries. In theend phase of each turn, providing the Chicago met the precedingconditions, increase the value of the dice by one.USS NorthamptonIf the Northampton was crippled or sunk during the precedingscenario, it may not participate in this scenario.Fletcher-class Destroyer6

THE DOCKYARDThis section covers some optional gameplay and narrativeelements that make campaign play more engaging. You’ll find rulesfor personalising your captains, repairing your ships betweengames and various decorations you can earn for valourous service.In between each battle, any damaged ships in your squadron willneed to limp back to the nearest base to refit and repair. Make aCrew Quality check (see page 11 of the starter rules booklet) foreach damaged ship.THE CAPTAIN’S TABLECrippled ships suffer a -1 penalty, while ships that were sunk get a-2 penalty.You might want to put a face to that nameless voice on the radiobellowing orders. Roll 3d6 on the table below to generate a namefor each of your captains.First DutchDexterLaverneWillyRobbieEugeneFreddie3D6 Score3456CAPTAIN NAMES TABLE789101112131415161718If the ship passes its check, it begins the next battle with full hullpoints and no critical damage.Second akeCoxTurnbullIf the ship fails its check, it regains additional hull points equal tohalf its maximum and any critical damage taken is reduced to 1.If a 1 is rolled on the Crew Quality check, the repairs have beenbotched and the ship may not participate in the next battle.MEDALS & DECORATIONSDepending on their combat performance, some of your captainsmay be eligible for a decoration. We’ve provided a list of somethat might have been issued by the Navy Department for valarousservice.Navy CrossAwarded to any member of the US Navy who distinguisheshimself in action by extraordinary heroism.The squadron commander can earn the Navy Cross bycompleting all primary and secondary objectives acrossall three scenarios.Navy Distinguished Service MedalAwarded to members of the US Navy who distinguisheshimself with exceptionally meritous service in a duty ofgreat responsibility.Any captain in the squadron can earn the DistinguishedService Medal by destroying an enemy ship while theirown ship has been crippled by enemy fire.RanksOfficers of different ranks may still hold command of a ship.Generally speaking, some Commanders may be in charge of adestroyer, while a Captain might be in charge of the destroyersquadron.CaptainNavy and Marine Corps MedalAwarded to members of the US Navy for heroism. Musthave been life-threatening for the recipiant.Any captain in the squadron can earn the Navy andMarine Corps Medal for crippling an enemy ship whilehaving sustained critical damage.Navy Presidential Unit CitationAwarded to units of the US Navy for extraordinary heroismin action against an armed enemy.Any ship in the squadron can earn the Presidential UnitCitation by single-handedly sinking the Furutaka, Kumanoor Mogami in scenario 3.Commander7

This solo play supplement for Victory at Sea puts you in command . your own ships, as per the normal game rules. Play continues as normal, alternating between your own ships and enemy ships until . onto the table from any point along the marked edge at the start of Turn 3. Your

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