| Mine
Warfare In
'Second World War at Sea'
Part III: Variant Rules
and Tables
By Steven Ford High and
Kristin Ann High
February 2007
For our last installment in this series
on mine warfare,
we present some variant rules that take into
account the capabilities of the minelaying
ships and aircraft we examined in Part
II. Then we present alternative mine damage
tables that we feel are more in keeping with
actual mine vs. ship capabilities in World
War II.
Submarines as Minelayers
Submarines of all varieties, from big submarine
cruisers to small coastal submarines, were
employed throughout the war in every theatre
to lay mines. This is primarily because submarines
have the ability to penetrate far into enemy
waters, and lay mines in places the enemy
might believe safe, thus increasing the likelihood
a mine will sink a ship. The drawbacks are
that mining missions given to submarines are
often extremely hazardous, and as is the case
with fleet destroyers, mining missions take
away from the submarines principal duties.
Using this variant all normal rules for
minelaying apply to submarines, with the following
exceptions:
Each submarine may lay a number of minefields
up to the number of torpedo factors it has.
Each minefield worth of mines takes the place
of one torpedo factor. The owning player can
decide how many of each sub’s torpedo
factors are taken up by mines and how many
are still torpedoes.
Once a submarine has begun sowing a minefield,
it may not attack with its torpedo factors
until it has completed the minefield.
Aircraft as Minelayers
These rules augment Section 19.32.
Capacity: Aircraft may carry a number
of minefields equal to the greater of their
Naval or Land Attack Factors.
Aerial minelaying: An aircraft with
a circled Naval Attack Factor lays its minefield
effectively on a roll of 3 through 6. On a
roll of 1 or 2, the mines are scattered and
do not create and effective minefield. Other
aircraft lay their minefield effectively on
a roll of 4 through 6.
Random Mine Hit Determination
When a task force enters a minefield, place
all “long” ship counters from
that task force in one cup, and all “small”
ship counters in another other. To determine
which ships in the task force strike mines,
randomly draw one ship out of either cup and
roll on the Minefield Effects Table for it.
Then, after resolving any damage, randomly
draw one ship out of the other cup and do
the same. Alternate between cups until all
ships have been drawn and rolled for, or until
25% of the ships in the task force have been
drawn and the task force stops moving and
replots (19.25).
Variant Mine Damage Table
Mines affect the hull of a ship, including
its vulnerable propulsion and steering gear,
its fuel and ballast tanks, the machinery
spaces (fire rooms and engine rooms), and
magazines. Thus mines generally slow a ship,
reduce its firepower through loss of power
or loss of ammunition, reduce its endurance
by damaging fuel tanks or pumping systems,
or cripple it by damaing steering or propulsion
gear. Mines were effective at sinking smaller
ships, but no modernized capital ship in World
War II was sunk by a mine hit.
We therefore offer the variant tables below
as an alternative to the current tables, which
we feel are a bit vicious since they sink
any ship on a roll of 6.
| Table 1:
Minefield Effects Table (Roll Two Dice) |
| Roll |
Effect |
| 2-10 |
No
effect |
| 11+ |
Mine
struck; roll on Mine Damage Table. |
Dieroll Modifiers (Cumulative)
- +1 for each additional minefield over
one sown across the Sea Zone Boundary, to
a maximum of +3.
- +2 for any ship moving Speed 3 or greater
when entering the minefield, including ships
exiting the Tactical Board.
| Table 1:
Mine Damage Table (Roll Two Dice) |
| Roll |
Damage |
| 2 |
–4
hull, –3 fuel factors, Ship dead
in the water |
| 3 |
–4
hull, –2 fuel factors, -2 speed |
| 4 |
–3
hull, –2 fuel factors, -1 Speed |
| 5 |
–3
hull, –1 fuel factor |
| 6 |
–2
hull, –1 fuel factor |
| 7 |
–1
hull |
| 8 |
–2
hull, –2 fuel factors |
| 9 |
–3
hull, –2 fuel factors, –1
primary |
| 10 |
–4
hull, –3 fuel factors, –2
primary, –1 speed |
| 11 |
–5
hull, –3 fuel factors, –2
primary, –2 speed |
| 12 |
–6
hull, –4 fuel factors, –3
primary, ship dead in the water |
Fuel factors lost to mine damage are taken
from full factors first. Those fuel factors
may not be refueled unless the ship is repaired
in a friendly port.
See
mines at work in Second World War at Sea:
Bomb Alley.
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