The Kaiser's Navy:
Additional Scenario (1)
By James Stear
Editor’s Note: Naval series developer Jim Stear writes a lot of scenarios. Usually, way more than the book or game on which we’re working can hold. For The Kaiser’s Navy, we had to cut out a fair number of scenarios just to jam everything into the book. Today we present one of these extra scenarios from the cutting room floor; if you’d like, substitute the French submarine Surcouf from a previous Daily Content piece for one of those in the scenario.
Operational Scenario Sixteen
Guerre de Course
Unable to match the German battle fleet ship for ship, the French fell back to the old strategy of the young school: light craft to defend the coasts, and cruisers to raid enemy commerce on the high seas. The German North Atlantic Squadron would have a difficult task, running down enemy raiders while assuring that merchant ships and liners were protected. Assisting in this effort would be the fine long-range zeppelins of the Luftschifftruppe, lifted by helium acquired from the Americans and utilizing scouting aircraft in the same manner as the US Navy and its rigid airships.
NOTE: This scenario uses pieces from Bismarck and Bomb Alley, and the Bismarck map.
Time Frame: 90 turns
Weather Condition: 2 (Cloudy)
Starting Turn: Allied player choice
Allied (French) Forces
At Brest (BJ 39):
CL11 Georges Leygues
Submarines (maybe be placed west of column 40, and south of row AA, within limits of 16.2):
Flotilla 1: 1 x submarine
Flotilla 2: 1 x submarine
Flotilla 3: 1 x submarine
At any Allied port or airfield:
2 x L.298
2 x LeO.451
At any British port:
2 x Sunderland
Central Powers (German) Forces
At Reykjavik (U 26):
BC06 Graf Spee
LZ140 Peter Strasser
1 x Ju.87cL
At Reykjavik (U 26):
2 x Do.18
Within five sea zones of AI 50, mark off two fuel boxes, need not set up together:
BB04 Kronprinz Wilhelm
Ports and Airfields: The Allied player has control of all French and Belgian ports and airfields, plus British ports for British aircraft (see below). The Central Powers player has control of all German ports and airfields plus Reykjavik. All other bases are neutral.
Task Force Limits: The Central Powers player may have up to ten task forces, while the Allied player may have four. All Allied task forces may be assigned raiding missions. No decoys may be used by either side.
Neutral Bystanders: Any Central Powers task force may get reported if it moves within two of any British coastal zone. Treat coastal sightings as an air search by one step at range zero, applying weather modifiers as appropriate.
Convoy Routes: There are three convoy routes on the map: one from the South Atlantic, from CB01 to AG41 (starting from CB01, route is defined by moving three hexes NE, then one hex east, and repeating), one from North America, from AU01 to AG40 (starting from AU01, route is defined by moving two hexes E, then one NE, and repeating), and finally one to the North Sea, from AG40 to AG51, then SE to AM54 (and into the North Sea). Sea zones within two of these routes have merchant densities of 1. Allied raiding or intercept task forces may hunt for merchants using the MLT while in these zones.
Priority Targets: Place three liners, three oilers, six large transport, one AMC (random draw) and all small transports in a cup. At the start of the game, the Central Powers player secretly draws four of them, keeping them in the order drawn. The first one drawn is assigned to a British task force marker (“merchant task force”), which is then placed number side up at the western end of the North America (AU01) or South Atlantic (CB01) convoy routes. Roll one die to determine which; on a 1-4, North America, on a 5-6, South Atlantic. At the start of Turn 7, and every six turns thereafter, the Central Powers draws another counter, and then assigns the next one in line to a British task force, placing it like the first one (thus the Central Powers player has some warning as to when certain ships will enter the map). Each turn, at the start of the naval movement phase, the Central Powers player moves each task force marker along the merchant route (they must remain within two sea zones of the route), at least one space, and more if the ship in the task force is capable of faster speed and the player desires to use it (but in doing so may reveal information to the opponent). Fuel for the merchant ships in these task forces is not tracked (but is for escorting warships). Task forces reaching sea zones between AM52 and AM55 are immediately removed from the map. The contents of a merchant task force is revealed to the Allied player when contacted by Allied task forces (air searches against these task forces are conducted per 11.2). If the ship in the task force is a small transport, it is immediately discarded (it was a neutral ship). If it is a liner, oiler or large transport, it may be captured (or possibly sunk) by the Allied player for VP (see below). If it is an AMC, it may attempt to surprise the contacting ships as though it had a raid mission, and engage in combat.
Escorts: Central Powers task forces with intercept missions may switch to escort missions by moving into the same sea zone as a merchant task force, and then assuming an escort mission the next turn (at which point they give up their Central Powers task force marker). Ships assigned as escorts may leave escort duty by plotting separation two turns in advance, at which point they must be assigned a Central Powers task force marker and given a mission.
Off-Map Escorts: Once per turn, when a merchant task force with a ship other than a small transport enters play, the Central Powers player may randomly draw one of the ships designated as “off map escorts,” and secretly assign it to the entering task force (including one at the start of the game). Another “off map” ship is then immediately drawn and then discarded. Mark two fuel boxes off the assigned ship. This ship functions as an escort as above; however it may not leave escort duty until an Allied BC has been spotted. If the task force the escort is with leaves the map, the escort is removed from play.
Prize Rules: The special Prize Rules described in The Kaiser’s Navy are in play.
Dangerous Waters: Central Powers ships may not enter any sea zones within six zones of a French or Belgian Port, and may not enter British or Irish coastal or island zones. Allied ships may not enter sea zones from AM47 to AM57, or BD48.
Air Assignments: Only use the aircraft assigned to this scenario.
Trained in Maritime Attack: All aircraft showing a counter naval attack factor of 1 are treated as though they have a value of 2.
Perfidious Albion: British aircraft may be used by the Allied player to conduct air searches. They may not be used to conduct air strikes. Air searches by British aircraft may not be intercepted per 11.3.
The Allied player receives one VP for each merchant sunk on the MLT, and 20 VPs for each liner, 15 VPs for each oiler, and five VPs for each large transport captured as a prize or lawfully sunk. The Allied player also receives five VPs each time a merchant task force enters a coastal or island sea zone. The Allied player must score at least 30 VPs from merchant sinkings and captures, and have more VPs than the Central Powers player, to win. Any other result is a Central Powers victory.
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