Supermarina

Rules

By Winston Hamilton



Setting Up Supermarina

This rules set replaces the procedures and rules used in Europa in the turn sequence. All activities within the rules concerning naval operations has been included in this module. NOTE: The way we printed this module means that you will have to photocopy either the rules, or the maps. Counters may be copied on heavier, colored stock as well.

SM is designed to be played with the following Europa games:

    Torch
    Western Desert
    Balkan Front
    Fall of France
    Spain and Portugal

Rule 1. Contents

This module contains the following:

Charts.

    1 Naval Air Cooperation Chart
    1 Surface Combat Chart
    1 Submarine Encounter Chart
    1 Minefield Encounter Chart
    1 Naval Gunfire Chart
    1 Naval Gunfire Combat Results Table Chart
    1 Torpedo Chart
    1 Torpedo Combat Results Table Chart
    1 Anti-Aircraft Effects Chart
    1 Bombing Hit Chart
    1 Port Capacity and Repair Rating Chart
    1 Turn Record Chart
    1 Sequence of Play Chart
    1 Ship Status Sheet and Task Force Chart

Counters

    1 Countersheet
      a. Italian Naval Forces
      b. British Naval Forces
      c. Merchant Convoy
      d. Optional Forces
      e. Markers
        1. Task Force and Convoy
        2. Naval Air Cooperation
        3. Spotted 1,2,3
        4. Turn Record
        5. Sequence
        6. Scattered and Last Known Position
        7. Hit 1, 2
        8. Close or Breakoff marker

Maps

6 Fifty percent, printed, reduction maps of the Mediterranean area.

Rules

Rules (and charts) printed on the reverse of the maps.

Scale

One hex on the reduced maps equals 13.91 nautical miles (nm) or 16 land miles.

Table of contents

    Rule 1 Introduction
    Rule 2 Turn sequence
    Rule 3 General concepts
    Rule 4 Naval units
    Rule 5 Naval movement
    Rule 6 Reconnaissance
    Rule 7 Naval missions requirements
    Rule 8 Naval cooperation
    Rule 9 Air combat
    Rule 10 Surface combat
    Rule 11 Mine and Submarine
    Rule 12 Damage repair
    Rule 13 Amphibious operations and raids
    Rule 14 Naval commandos
    Rule 15 Supply transport
    Rule 16 Italian operational limits
    Rule 17 Flotillas (Special Rule)

Rule 1 Introduction

Supermarina covers the naval aspects of the second world war in the Mediterranean from Dec 1, 1940 through Mar 31, 1943. This rules set expands the standard Europa sequence of play by inserting a "Naval Phase" between the existing initial and ground movement phases. Any naval actions in the existing (pre-Supermarina) sequence of play are deleted or changed to reflect the insertion of this new phase.

Supermarina marks the debut of a new air combat system for Europa, this system is designed to simplify and speed the air portion of the game turn. Also begins a separate category of air operations, involved with carriers and/or naval cooperation by land based units. The standard air units based on carriers are squadrons, representing 1/3 of the land based Europa group sized air unit. Rules specific to the interaction of naval air and land based air units are included below.

Supermarina is not independently playable, but can be added to any of the following games; Balkan front, Western Desert, Torch, or War in the Desert (WD & TOR combined). Rules to directly link Balkan Front into any other games will be included in later modules. [NOTE: The way this module is printed means you will have to photocopy either the rules and charts, or maps.

Rule 2 Turn sequence

Listed below is the naval sequence of play. This naval phase is inserted between the existing initial and ground movement phases of the Europa player turn. The Axis player is the phasing player during the Axis player turn, the Allied player during the Allied player turn.

A. Initial naval phase

    receive naval reinforcements
    repair naval units (Rule 12)
    designate air units for naval cooperation (Rule 9)
    load cargo on ships in ports (Rule 7C)
    plan amphibious operations (Rule 13)

B. Naval action segment (NAS) {seven (7) per Europa player turn}

    1. Phasing player sub-segment
      a. Form groups (rule 3)
      b. conduct area search operations (Rule 6)
      c. movement, including surface search (rules 5 & 6)
      d. check for submarine encounter (Rule 11)
      e. check for mine encounter (rule 11)
      f. fly naval cooperation air missions (Rule 9)
        1. phasing player flies air units to targets
        2. non-phasing player flies interception if capable.
        3. Air to air combat resolved
        4. anti-aircraft fire resolved
        5. bombing attacks resolved
        6. aircraft return to base

      g. Surface engagement (combat rounds) (Rule 10)
        1. maneuver
        2. gunnery
        3. torpedo

    2. Non-phasing player sub-segment: the non-phasing player now repeats steps la - 1g reversing the role of the players.

C. Final naval phase

    convoys off-load cargo in ports (Rule 7C)
    cargo transferred to LCs for amph. landings (Rule 13)
    naval gunfire support missions allocated (Rule 7F)

This concludes the naval phase. Note that units or supplies brought in by sea are now ready to be moved or used in the ground movement phase, and ships assigned to the naval ground support mission are in place to execute their mission during the combat phase.

Rule 3 General concepts

A. Groups:

Naval units on the map normally operate in groups, with the group marker showing their position on the map. Groups markers show the presence of some type of naval force, either Task forces made up of warships, or convoys with cargo vessels and possibly warships. The group chart shows the exact composition of any group, and the player must note the mission as signed to that group. Individual ships, naval transport points, or flotillas are automatically spotted by enemy forces.

B. Anti-Submarine Warfare (ASW) screen:

All DD type warships in any group are automatically considered part of an ASW screen if the group encounters submarines (rule 11B). Due to the almost total lack of Sonar equipment on Italian ships, the total number of ASW units in the screen is reduced by 50% (rounded down) for the Italian player when consulting the ASW table. [EXAMPLE: 11 DD would reduce to 5 for the Italian navy.]

C. Ports:

The location and capacity of all ports are marked on the map. Consult the port capability chart for the full information concerning any specific port. The RE capacity for any port is the maximum number of REs of cargo that can be moved through a port in a game turn which is the total combined for loading and unloading.

Some ports have a capability to repair damage to naval vessels, this is noted on the port capability chart, see rule 12 for details on how to repair vessels.

When enemy forces gain ownership of a port containing friendly naval units, the units attempt to escape by rolling 1D10. On a roll of 1-4 they are considered to be ..at sea" in the partial sea hex, a roll of 5-6 means they have either been captured or destroyed to prevent capture. NTPs are captured, on a roll of 6, all warships that do not escape are destroyed. NTPs captured may be used by the "new owner" after 1 player turn.

D. Beaches:

A beach hex is any coastal hex except those with mountain type terrain.

E. 10 Sided die results:

Supermarina introduces decimal die tables into Europa. A result of zero (0) is read as a ten or 100% as appropriate to the table used.

Rule 4 Naval units

A. Warships:

Warship counters represent either a single large vessel or a flotilla of smaller ships. All warships of light cruiser (CL) size and up are represented as individual ships, while all others are represented as flotillas.

B. Aircraft carriers:

Carriers are represented as warships, but the ship status sheet also shows their capacity in naval air squadrons. Squadrons based on a carrier may fly any type of air mission (including missions not related to naval cooperation) but must be designated as being either assigned to the naval cooperation mission or not. They operate under all the restrictions applicable to regular Europa group sized units.

C. Transports (NTP):

Transports are represented by Naval Transport Points (NTPs) each representing roughly 5,000 tons of cargo carrying capability. Each NTP can carry 1 RE for shipping. NTPs may be combined to ship larger cargo, but if one of the group is lost the entire combined cargo is lost.

There are not individual counters for NTPs, but each NTP counter may be assigned any number of NTPs using the naval grouping chart and recording the number of NTPs in the group. NTPs may only load or unload cargo at friendly owned ports, or transfer cargo to LC type units at beach areas. NTPs have 1/4 point of anti-aircraft and ship protection factor of 1.

D. Landing craft (LC):

Landing craft represent the various types of craft required to execute an amphibious landing on a beach [see Rule 13]

Rule 5 Naval movement

Naval groups move by spending MPs, they spend 1 MP for each hex they enter. A group can move no further in a turn than its slowest (lowest MP rated) unit. Groups may only move during their movement step. Movement points may not be accumulated from NAS to NAS.

Rule 6 Reconnaissance

Reconnaissance finds enemy forces. No force may be attacked by air or naval surface units unless it has been spotted in the current naval action segment. When spotted the exact composition of the group is still not revealed, although it must be stated if there is a convoy present or just warships. The grouping may now be attacked. Groups spotted by two types of recon have their exact composition revealed. Spotting is accomplished by one (or more) of four methods:

A. Area search:

Recon by aircraft, submarines, radio direction finding stations, small patrol craft, etc. Area search is conducted by the players once each NAS. Consult the area search table to determine the probability that a grouping will be spotted by area search. To determine if the grouping has been spotted, roll 1d10. If the roll is equal to or less than the percentage of spotting the group is spotted. Individual ships sailing alone are automatically spotted.

B. Surface recon:

Groups may search as they move from hex to hex during the movement portion of the NAS. To execute a search the group must spend an additional 4 Movement points (MPs) when entering the hex. All enemy groups in the hex are then spotted. (The owning player states if it is a Task force, or convoy)

C. Coastal observers and spies:

Any group which enters an enemy owned partial sea hex is spotted, groups that move through two or more partial sea hexes in one movement phase are spotted and the exact composition of the group is revealed to the enemy. Groups which attack ground targets are fully revealed at the start of the next NAS.

D. Submarine encounter:

When an player has rolled a submarine encounter (Rule 11) the encountering group is considered spotted by the opposing player during his sub-segment.

Rule 7 Naval missions

Naval units in Supermarina may conduct the following types of missions;

A. Sea control:

This is a mission undertaken by warships to seek out and destroy enemy ships, either cargo or warships. This both eliminates enemy shipping and destroys vitally needed supplies. Warships assigned to this mission sail in groups called task forces, and are primarily intended for surface combat.

B. Escort:

This mission is assigned to warships. They sail with convoys to provide protection from enemy air or surface attack. Warships assigned to this mission act as the screen if the convoy is attacked by surface vessels.

C. Naval transport:

NTPs carry cargo from one friendly port to another. NTPs assigned to this mission sail in groups known as convoys, and each convoy is dedicated to reaching a specified place. Warships may also be assigned to this mission, but their surface gunnery factors are halved and protection is reduced 1 level (from class 6 to class 5 for example).

1. Naval units assigned to this mission carry the following capacities of cargo:

NTP (each) 1 RE for shipping - BB, BC, ML or Flotilla of 3 ships (min) 1 RE w/o heavy equipment - CA, CL 1/2 RE w/o heavy equipment.

Ground and air units have the following cost when being transported by sea;

    1 RE w/out heavy equipment
    1 RE for shipping
    1 RE with heavy equipment
    2 RE for shipping
    1 Group sized air unit
    2 RE for shipping

For Supermarina, the use of supply steps is continued.

When transported by sea these are- 1 RE w/o heavy equip.

Allied CV & CVL units may transport 1 standard Europa air group. CVLs must unload in a port. CVs may sail to a point within regular air transfer range, and fly the group on a transfer mission to any friendly airbase. CVs or CVLs may not conduct any air operations while transporting air units.

Ground units and supply points that are transported by sea form convoys in a port. Each ground unit or supply point is physically placed with the convoy and if attacked, is present in the convoy or task force box on the Surface Combat Chart. If eliminated due to enemy surface or air action, they are removed from the game.

Ground units pay a movement point cost of 2 points to unload in ports. This cost is paid during the ground movement phase, of the turn they have unloaded in.

D. Convoy scatter and reform: Convoys may elect to 'scatter' if attacked by enemy surface ships. Convoys may chose not to scatter and rely on their escorts, but the opportunity for scatter is only available prior to the beginning of surface combat. Once scattered a convoy must be reformed.

    1. Scatter: The decision to scatter is taken by the owning player prior to surface combat beginning. If a convoy scatters it automatically loses 20% of its NTPs (rounded up) chosen randomly. If the convoy does not chose to scatter it must undergo the regular combat procedure attempting to break off the action to escape.

    2. Escort actions in scatter: Warships escorting a convoy that scatters may scatter and may rejoin the convoy when it reforms. They may also elect to engage the attacking surface ships. By electing to engage, they allow a scattered convoy to gain time, reducing the automatic loss to 10%. When engaging, they form a task force and conduct surface combat alone (the NTPs may not be fired upon).

    3. Reform: A convoy that has scattered must reform in the next owning player naval action segment (form groups). Convoys reform in any hex within 10 hexes of the scatter point, as decided by the owning player. Convoys that are reforming may not move in that NAS. [Example if a convoy of 10 NTPs scatters in the 3d NAS, it loses 2 NTPs, and during the 4th NAS it reforms within 10 hexes of where it scattered. It may not move during the 4th NAS, but can continue to move in the 5th NAS.]

E. Amphibious landings: Amphibious landings are the use of naval and ground units to seize enemy owned territory over the beaches. Amphibious landings are conducted by units that have arrived offshore (in a partial sea hex) during the naval phase of the owning players turn. They land during the ground movement phase of the owning players turn per rule 13.

F. Emergency Evacuation: During an emergency evacuation NTPs have the capability to pick up units directly from off the beach. Units being evacuated move to a beach hex during the ground movement phase, pay 2 MPs, and board waiting NTPs.

Units with no heavy equipment may embark without penalty. Those with heavy equipment must disband, producing 50% of their attack factor as infantry replacement points. These points require 1 NTP per disbanded RE to carry, and are added to the replacement pool of the owning player after they have been brought to a friendly port. Emergency evacuations are not required to be planned in advance.

G. Ground support bombardment: This mission is assigned to warships. Units assigned to this mission may fire in support of ground operations (during the ground combat phase of the player turns). These units must be in the hex they are to fire from prior to the ground combat phase in which their fire is requested. These units may fire in both the owning players and enemy ground combat phases (offensive and defensive gunfire support).

When firing this mission the gunnery factors of the ships are quartered. Ranges for gunfire support are primary 1 hex, intermediate and secondary in the same hex. Gunnery factors may be used at ranges less than their maximum, and combined with all factors being used against the target hex. These units may not be attacked except by enemy naval surface units or naval cooperation air units as they are still at sea.

H. Independent naval bombardment: Naval units use gunfire against targets on land, or in ports. Units firing this mission may engage any target (except ships at sea) that may be attacked using tactical bombing factors. When firing this mission the gunnery factors of the ships are halved. Ranges for gunfire support are primary 1 hex, intermediate and secondary in the same hex. Gunnery factors may be used at ranges less than their maximum, and combined with all factors being used against the target hex. Treat the gunnery factors as tactical bombing factors, and roll for results on the bombing table. These units may not be attacked except by enemy naval surface units or naval cooperation air units as they are still at sea.

Rule 8 Naval cooperation

Naval cooperation mission: Air units assigned to this mission remain so assigned until the next owning players initial naval phase. They may not perform any other missions during that game turn. Units assigned to naval cooperation may evacuate bases if overrun by enemy ground units. Only air units designated as assigned to this mission may attack enemy naval units at sea, or fly interception against enemy air units attacking friendly naval units at sea.

Fighters assigned to this mission may not fly regular interception missions during the enemy player turn, but may only intercept attacks on friendly naval vessels at sea. Air units assigned to naval cooperation may fly in every naval action segment. [The naval cooperation mission is inserted into the regular missions listing for tactical bombing by air units. It appears here in order to allow you to move it to the appropriate section of the rules in the Europa rules system.]

Rule 9 Air combat

Air combat occurs during the NAS as outlined below;

    f. fly naval cooperation air missions
      1. phasing player flies air units to targets
      2. non-phasing player flies interception missions
      3. Air to air combat resolved
      4. anti-aircraft fire resolved
      5. bombing attacks resolved
      6. aircraft return to base

A. Fly air units to target: This is handled exactly as in the standard air system, units move to the target hex and remain there until the air return step. [IMPORTANT NOTE: The air zone of control or Patrol attack is no longer used.]

B. Non-phasing player flies interception mission: This is also handled exactly as the standard rules, the intercepting unit moves to the target hex and remains there until the air return step.

C. Air to air combat resolved:

    1. Cancel mission decision: As in the standard game, the phasing player may decide to cancel the mission at this point, if so there is no combat. Both players air units remain in place until the air return step, and then return to base from which they flew.

    2. If there is to be combat, the phasing player allocates his air units to either the screen or mission force as is done currently.

    3. There are three steps now in resolving the air to air combat. these are:

      a. Screen vs. interceptors: The attack ratings of all the air units in the screen are added together, and compared to the total defense ratings of the interceptors as an odds ratio, 1D10 is rolled and the result noted. The total attack strengths of all interceptors is then compared as a ratio to the total defense of the screen, and 1D10 is rolled. The results are then implemented. For example, 63 to 32 would be 1.8:1 the 1D10 roll is a 6 for a result of 05/26. The first number (05) is the percentage of air units killed in terms of defense strength at the owners choice (example would have required 1.6 or 2 defense points killed). If this number is 1/2 the strength or less of the weakest unit being shot at, the loss is negated. The second number is the percentage of forces returned in numbers of aircraft but is not needed since fighters return anyway!) These steps are repeated by the phasing player (his screen firing back) and the losses are taken simultaneously.

      b. screen vs. interceptors attempting to bypass screen: As above total the attack strengths of all screen elements firing at the bypassing units and compare this to the total of the defense strength of those units as a ratio. Roll 1D10, and since this is a one shot situation (the bypassing units cannot fire back) note the results and implement them immediately as done above.

      c. interceptors vs. mission force: The interceptors owning player decides how many and which of the mission force will be attacked. Unengaged mission force units are not attacked, surplus interceptors are added into the total of the interceptors. As in the first step above, total the attack strengths of the units firing and compare it to the defense strength of the units being engaged. Implement the results after both forces have fired. [EX: It is the British players turn, and he has flown 2 x Well-2 bombers (rated 4 NB 4) against Benghasi. The Italian player intercepts them over the city with 2 x MC202 fighters (rated 6 F 5). There is no escort, likewise no units attempting to bypass. Also there are 2 fighter units and 2 units in the mission force so the entire force is being engaged. Combat then is resolved between the interceptors and the mission force as follows, the interceptors fire, the mission force returns fire, both are simultaneous; Total attack strength of interceptors - 13; Total defense strength of mission force - 8; Ratio attack to defense - 1.5:1 use 1.4:1 column; 1D10 roll -10; modified -2 for F vs. B type air units, die roll modified to 10; chart result - 16/42; effect .16 x 8 = 1.28 rounds to 1 defense point killed; effect .42 x 2 =.84 rounds to - 1 unit returned; [note that since the weakest defense strength of the mission force is a 4, and the losses in defense points do not exceed half of this, there is no air unit killed.]

      Mission force returns fire as described below: Total attack strength of mission force - 8; Total defense strength of interceptors - 10; Ratio attack to defense 1:1.3 use, 1:1.4 column; 1D10 roll - 2; modified +2 for B vs. F type air units, die roll modified to 4; chart result 19/45; effect .19 x 10 = 1.9 round to - 2 defense points killed [Note that the weakest defense strength of the interceptors is 5, and the losses in points killed do not exceed half of this, so no units killed. Combat would end at this point since returned interceptors have no effect at this point.]

D. Antiaircraft fire resolved: All vessels in the target hex combine their AA factors into a single number, rounding fractions down. Consult the AA table, use the strength column closest to the number but not higher than it. Roll 1D10 and get a result. [Example: There are 11 AA factors in Benghasi so the 15 column is used. A roll of 5 is obtained from the 1D10. This gives a result of 16/43. The first number is the number of the opposing force killed in terms of units, chosen randomly. The second number is the percentage of bombing points that reach the target. Remember the attack is being made by 2 x Well-2 type B units with a total bomb load (tactical) of 2 factors; .16 x 2 = .32 less than .5 so rounds to 0 killed .43 x 2 = .86 greater than .5 so rounded to 1 factor reaches target No units were killed, 1 bombing point was returned, 1 reached the target.]

E. Bombing resolution: All surviving bombing factors are allocated to specific target vessels. They may be com- bined or used individually. No vessel may be bombed more than once per naval action segment. The bombing table is consulted and 1D10 rolled for each attack on ships. Hits are recorded immediately at the end of this step. Each hit on the table equals 1 hit on a ship, modi- fied if all air units are D or V type. D and SB type units are +1 to hit. NTPs are attacked as a group, and hits are assigned randomly, one hit sinks an NTP.

F. Air return: All air units return to their base. [NOTE: The combat result ABORT is no longer used]

Rule 10 Surface combat

Groups that end their movement in the same hex, and have spotted the enemy force can attack at the option of the phasing player. Groups engaging in combat are placed on the surface action chart, with warships in the main body box and NTPs in the convoy box. This is for ease of play, not a separation for range or combat. Surface combat is fought in rounds, with the rounds continuing until one side either is destroyed or breaks off the action.

A. Sequence of steps in a surface combat round.

    1. maneuver: During this step the players decide if they wish to remain at the same range, close the range, or break off the action. Each places their marker on the range track face down then reveal it simultaneously. During the first maneuver step of combat, the owning player may decide to scatter a convoy (rule 7D).

    2. Gunnery: Each player designates targets and simultaneously resolves gunfire. Damage is recorded at the end of this step. Hits from any type of attack are assigned randomly to NTPs in a convoy, one hit sinks a naval transport point.

    3. Torpedo attack: Each player decides if he wishes to launch torpedo attacks. The units designated to make torpedo attacks must be at secondary range, and may close to torpedo range at the owners option. Attacks are resolved on the torpedo attack table, and damage is recorded at the end of the step. Units which choose to close to torpedo range are fired upon once by the enemy force, with damage being taken prior to launching their torpedoes.

B. Movement and range: There are four ranges at which surface combat may be fought. From farthest to closest they are primary, intermediate, secondary, and torpedo. The first round of surface combat is always at primary range.

During the movement step of the following rounds, the range remains the same unless one of the players decides to close the range. If either player decides to close the range the next round is fought at the next closest range. When the range is closed all ships in the group close, none are left behind. This procedure continues until secondary range is reached. If a round starts at secondary range, ships that choose to may close to torpedo range to make torpedo attacks without penalty. These vessels are subject to being fired upon once by the enemy force with damage being taken before launching torpedoes. At the end of the round all vessels are considered back at secondary range again.

At primary range only primary guns may fire. At intermediate both intermediate and primary guns may fire. At secondary range secondary, intermediate, and primary guns may fire. Torpedo range is used only by ships making torpedo attacks with maximum effectiveness.

During the movement step, either player may decide to break off the action, with the non-phasing player deciding first. The current combat round and one additional combat round are fought; both rounds are fought at whatever range the ships occupied when a player decided to break off the action. Once the final two rounds are fought surface combat in the hex is over for the sub-segment.

C. Gunnery. Each ship has a set of gunnery ratings which detail the ship's strength in primary, intermediate, and secondary armament. During the Gunnery step both players designate which ships are firing and their targets before any gunfire is resolved. Each gunnery strength of a ship may fire upon a single target in a combat round, but a specific type of gunnery strength may not engage more than one target in a round. A ship may fire different types of guns at different targets, or at the same target, but a specific strength cannot be split between several targets. Gunnery strengths may not be combined from several ships against a single target, or several types against a single target.

For each type of gunfire, the gunnery table corresponding to the type of guns firing is used. On the table's, the target's protection factor is cross indexed with the firing gunnery strength to determine the hit number for the fire (a dash indicates that no hit is possible). The firing player rolls 1D10; if the number rolled is equal to or less than the hit number the target has taken one hit of damage. All hits are implemented at the end of the combat step, after all gunnery attacks have been resolved.

D. Torpedoes: Submarines and ships with torpedo strengths may make torpedo attacks. The procedure for surface ships making torpedo attacks is as follows. During the torpedo attack step, a unit may only make a torpedo attack against a single target. Several units may make separate attacks on the same target, but they may not combine their torpedo strengths. The strike number of the attack is obtained from the torpedo attack table, using the protection rating of the target. The strike number of the attack is raised by one if the attack is made from secondary range. The player making the torpedo attack rolls 1D10 for each point of the units torpedo rating.

For each roll that is equal to or greater than the strike number, the target has been struck. The torpedo damage table is used to determine the damage to the target struck by the torpedoes. For each strike 1D10 is rolled, the results give the number of hits of damage to the target. Results are implemented at the end of the torpedo attack step. A ship makes one torpedo attack per action segment in the naval phase.

E. Damage: The ship status sheet shows the number of hits a vessel may take before it is sunk. For each hit the vessel takes check off one of its damage boxes on the ship status chart. For each hit a ship takes its capabilities (speed, gunnery, torpedo factor, & anti-aircraft factor) are reduce by the percentage of hits they have received vs. the total they can sustain. [Example: the British battleship Valiant takes 5 hits to sink. One hit would reduce it by 20% (rounded down), two by 40%, and so on.]

Rule 11 Mine and Submarine encounters

Supermarina has calculated the effects of mines and submarines in the Mediterranean, and reduced this to a percentage factor. All groups follow the rules below to determine if there has been an encounter.

A. Mines are encountered in two ways;

    1. Drift or tactical mines: Every group at sea rolls once during each naval action segment to determine if this type of mine has been encountered. Roll 1D10, on a roll of 1 the group receives a randomly assigned attack equal in effect to 3 torpedo factors. These hits are randomly assigned to avoid the "lets send him out first" style of minefield clearance by players.

    2. Minefield barrages: During the war, great minefields were established in two places in the Mediterranean, in the Sicilian narrows and around Malta. Both sides heavily mined these waters, and as a result they were hazardous to both sides. The great barrages are marked on the maps. For every hex a group enters of these areas, they roll on the mine encounter table in addition to the normal mine encounter roll above. The roll is made immediately upon entering the hex, and damage is taken immediately. [EXAMPLE: A British group sails from Gibraltar to Malta, and passes through 3 of these hexes during the four NAS duration voyage, it will have rolled seven times for mine encounters before the cargo is ready to be unloaded in Valetta harbor.

B. Submarine Encounters. Each naval group at sea checks during the naval action segment to see if it encountered submarines. All groups (allied and axis) have a 10% chance per NAS of such an encounter. When there is an encounter the submarines have a torpedo rating of 8. Before the submarines may engage targets (from torpedo range) they must be engaged by the ASW scree of the group. The number of ASW escort vessels in th group influences the number of torpedo attacks that can be made in an encounter, the better the ASW protection the lower the chance of torpedo attack. See the AS table for more details.

Due to the lack of Sonar on Italian escort vessels, the number of ASW escorts is reduced by 50% (rounded down) when being computed by the Italian player.

Rule 12 Damage repair

Naval units may be damaged in combat (see Rule 10E for effects of hits). Some ports in Supermarina have a repair capacity expressed in points. One point is expended for each hit of damage repaired on a ship using the following procedure:

A. The damaged ship must be in the harbor during the owning players initial naval phase.

B. The player decides how much of the capacity of the port will be tied up in repairing a specific vessel. OnIy one point can be allocated to one hit, but a ship with three hits may have three points allocated to it. The entire capacity of a port may be allocated to one ship, but this allocation may not be changed until repairs are completed. Each British port may only repair one hit.

C. For each point allocated, roll 1D10 and add 2 to the result, this is the length of time that hit will take to repair in game turns. [Example: The Italian player brings the battleship Vittorio Veneto into Taranto harbor for re pairs. During his next initial naval phase the Italian ma decide that 2 points of the repair capability of Tarant will be allocated to repair the two hits the Vittorio has received. 1D10 is rolled for each point allocated giving results of 6 and 8, this means that one hit will be repaired in 6 + 2 or 8 turns, while the other will be repaired in 8 + 2 or 10 turns after the first hit is repaired. The two points may not be allocated to any other vessal during the time of repair for the hit in question. Not should be made of the time for repairs so that the ship status chart can be changed promptly, and the repair capability made available again. Ships not fully repaired may cancel repairs and put to sea, however the time spent in uncompleted repairs is lost with repair beginning again from scratch if resumed.

Rule 13 Amphibious operations and raids:

A. Amphibious operations: During the period covered by Supermarina no major amphibious operations were undertaken (excluding the Torch landings) which could have led to naval confrontation. The full Amphibious operations rules will be in a future module. For purposes of Supermarina, conduct any Axis assault on Malta according to the rule in 'War in the Desert'. Consider all NTP used to transport those units to be LC capable for this specific mission. The Allied invasion of Northwest Africa is handled in the manner described in 'Torch'.

B. Raids: Raids are the use of small commando type forces to attack targets by landing for brief periods in enemy owned territory. Raids are conducted by the following rules:

    1. A raid may consist of no more than 1 RE of forces.

    2. A raid may be landed from either warships or LCs.

    3. A raid lands in the ground movement phase, an reembarks in the exploitation phase. The raiding unit may not remain ashore longer.

    4. A raider expends 2 MP to land and 2 MP to re-embark.

    5. A raider may move one half its MP allowance, rounded down, during the exploitation phase.

    6. There is no planning delay required for launching a raid. These are special operations designed to use sea insertion of forces for short periods of time.

Rule 14 Naval commando unit:

The Italian navy had spent considerable time and effort prior to the war developing several unique and stealthy methods of attacking enemy vessels in harbor. The "Chariots", special attack motor boats, and underwater demolitions units are best remembered today. All these units were under the command of a formation using the cover name "10th Motor Attack Squadron (10 MAS)" as if they were a formation of small patrol/torpedo (PT) boats. Supermarina shows this unit as a Europa style commando unit. It functions under the following rules.

A. 10th MAS is considered to have the organic naval transport to reach any target in the Mediterranean Sea in one NAS.

B. 10th MAS may attack any enemy owned port.

C. The unit succeeds in its attack on a roll of 2 or less on 1D10. Success means the Italian player may make 3 torpedo attacks against targets of his choice in the harbor.

D. 10 MAS must refit and retrain after each attack, so there must be a delay period between attacks of at least 3 game turns.

Rule 15 Supply requirements

Supermarina introduces a new logistics system into the games, (yep, and its a nice one to!) so the following rules are in effect to insure players conduct the bulk of all naval operations in the period covered by the game, the transport of supplies and units to operational areas. Failure to accomplish the required shipping amounts by the Italian player brings a penalty of 5 Victory Points per turn of failure.

A. Italian: Italy begins the module with 347 NTPs

1. Albania:

    a. During the campaign: The Italian must deliver the maximum payload for each of the Albanian ports (5 RE per turn) until Greece falls. This payload includes reinforcements being sent from Italy to Albania.

    b. After the fall of Greece: 4 RE of payload (supplies) must be delivered to the Albanian ports per game turn.

2. Dodecanese (Rhodes & Crete after Crete has fallen): 1 RE per turn to Rhodes, 1 RE per turn to Crete.

3. North Africa:

    a. Libya: Italy must deliver the maximum capacity for any 2 ports it owns in Libya each turn. This does include the arrival of attack supply and new units.

    b. Tunisia: Italy must deliver the maximum capacity for all ports it owns in Tunisia from the time of the Allied invasion until the loss of all of Tunisia.

B. British: Britian begins the module with 10 NTPs

1. Greece: The British must deliver 1 RE of supply for every 5 RE of units deployed to Greece (air units count as 1 RE each) each turn. This is above attack supply and new units being shipped to Greece.

2. Crete: 1 RE of Supply must be delivered for every 5 REs deployed on Crete each turn.

3. Malta: Malta spends 2 RE of supply every turn to feed its population, plus 1 RE of supply per turn for its defenders and air units. Net- 3 RE of supply per turn must be available in Malta or all operations from are halved, on the first turn insufficient supply is on hand. The second turn that insufficient supply is on hand, Malta ceases to function. On turn 3 it surrenders to Italy. Malta can stock pile 15 RE of supply at any one time.

Rule 16 Italian operations limitations:

Due to factors outside both the control of the Italian Naval High command (Supermarina) and the scope of this module the following rules place limitations on Italian naval operations. (Variations and more flexible rules will be forthcoming in further modules.)

A. Fuel shortages: The Italian navy started the war with only 9 months of fuel reserve, which was expended by early 1941. Deliveries of fuel were slow and often far short of requirements. To reflect this, the Italian navy has the following operational limitations;

    1. During the period DEC 1940 to JUN 41 there is no restriction on Italian naval operations.

    2. From JUN 41 through DEC 41 operations by units of CA or BB size are restricted to 7 naval action segments per game turn. BB or CA size units must end the 7th NAS in Italian mainland or Sicilian ports.

    3. From JAN 42 through JUN 42 operations by BB and CA units restricted to no more than 6 NAS per game turn. Units must end the 6th NAS in Italian mainland major ports.

    4. From JUL 42 through DEC 42 operations by BB and CA units restricted as before but limited to 4 NAS per game turn.

    5. From JAN 43 till end of game, all units restricted to no more than 2 NAS per game turn. Units CL and larger must their 2d NAS in Italian major ports on mainland, CL and smaller may end in any friendly owned port.

B. Mussolini to the rescue: When reminded of the lack of air support provided to the battlefleet in March of 1941 (after the battle of cape Matapan) Mussolini decreed that the Navy should have aircraft carriers (the good news); but until they would be ready the battlefleet should not operate outside the range of fighter protection (the bad news). Not surprisingly, it was Mussolini who had a major role in the prewar decisions not to build aircraft carriers, even when told that Superaero (Air Force high command) could not provide the support he now said was "vital".

To reflect this, starting APR I 41 Italian Task forces may not end a NAS outside of "fighter range". Fighter range is determined by the range of the longest range Italian type F air unit (active on the board), taken from any airbase owned by the Italian player. [EXAMPLE: The best fighter has a range of 9 hexes, so the range would be 9 hexes from any Italian airbase.]

Rule 17. British Limitations:

The British player may make transfers from the Home Fleet to the Mediterranean Fleet at any time. British Home Fleet ships that are transfered to the Mediterranean Fleet by- the player over and above transfers called for by the OB/OA suffer the following Victory Point loss per game: Each CV - 3 points; BB - 2; ML - 1; BC - 2; CA - 2; CL - 1; D.D - 3. Beware!

Rule 18. Flotillas (Special Rule):

Destroyers and Gunboats (type DD and GB) must be organized into flotillas. A flotilla consists of a number of vessels of the same ship type and class; it is represented in the game by a counter bearing the ship class name and the flotilla number. For example, Pilo-2 is the second flotilla of the Italian Pilo class TBs. The ship status sheet lists the total number of flotillas available for each ship class. Example, there are two Pilo class flotillas available. The maximum number of vessels each flotilla may contain is shown under each flotilla listing. Pilo-2 may contain up to four of its class TBs. A flotilla may contain up to its maximum limit. If a flotilla counter has no vessels assigned to it, it is not in play. For each vessel in the flotilla, indicate it on the Ship Status Chart.

Ratings on a flotilla counter apply to EACH vessel in the flotilla. Example, a flotilla of three ships is treated as three distinct vessels all have the same ratings.

During the Phasing player's subsegment [Form Groups] under Rule B.1.a. as covered under Rule 3, the phasing player may reorganize his flotillas that are in port. Two or more flotillas of the same ship class at the same port may be merged into one flotilla; a single flotilla may break down into two or more flotillas.

This completes the module rules. Additional rules and updates will be forthcoming in the magazine. Additional naval rules for Red Banner Fleet, North Sea, Baltic Operations, and Action In The Atlantic are under development. Look for them in this magazine.

Supermarina Naval Operations in the Mediterranean


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