środa, 22 kwietnia 2020

Pearl Harbor - BRS solo scenario


Are you bold enough to get in to the dragon's lair and stole some of his treasure? If so you are in a good position to start war against United States of America. Unleash power of your bombers and sink US Navy in her harbor.

This is solo scenario for Blood Red Skies game inspired by Japaneese operation against US fleet in Pearl Harbor. The player's goal is to sink the proud of US Navy: USS Arizona with a squadron of torpedo or dive bombers. You need to attack by surprise before enemy host of flak would respond.

The scenario is played on the table of 36"x 21'' which represent US base of Pearl Harbor. Main part of the map is port channel (flat terrain), 15" wide. On both sides there are 3" wide strips of Urban terrain (port). By the bank (both sides) there are light Flak (2points strong) positions (6" one from another). 



The main target: USS Arizona battleship is placed by the bank in the center. You can use a proper model (I prefere 1/700 scale which suits well to a wargame table), or, if none is available you can use a token 10" long. In the middle of the channel is placed USS Show destroyer. 



 
Japaneese squadron may appear on the table in elements (minimum 1) from any edges except South (where the battleship is berthed). You can free to devide your force and attack from different directions. You can also keep some force in reserve and unleash it in the subsequent turns. All your planes have to be the same type, all you plane have to start game with the same advantage level (players choice).

The attacking force
You can free to choose dive bomber squadron of six D3A Val or torpedo squadron of B5M Kate. Five pilots with regular (3) skill and one veteran (4). There are no trait, theatre or doctrine cards. Any bombing runs are following the Air Strike rules

Victory conditions:
For each hull hit in USS Arizona: +1VP 
Additionally for sinking USS Arizona: +1VP
For sinking USS Show: +2VP (allowed only when primary mission objective is completed)
For each Flak position destroyed: +2VP (allowed only when primary mission objective is completed)
For each plane lost: -2VP 

The game ends when all planes drop their ordnance or are forced to retreat.


Special rules:

Surprise attack: at the end of each turn the enemy may try to raise alert. Roll 3D6 + modifications. If any "6" is rolled All flak units are considered to be active
+1dice for any plane closer then 6" to any flak position (inluding ships).

+1dice for every turn (starting with second)
-1dice if all planes are disadvantaged
The alert is automaticly raised when any attack is commenced.

Flak:
Each active flak open fire to the closest plane (regular dodge regulations are in use including deflection shooting) within range (6") at the end of each turn. Additionally Flak units counterattack any bomb (or torpedo) run in regular way. Due to tight area ships doesn't use Flak barrage, only regular light flak. Flak units are considered as a Artillery position for a bomb run purposes.

Optional rules
USS Shaw on the move: to give your attack more thrill you can choose to set up USS Show in the random (use
dices) position after Japaneese party appears.   

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