Rule 1 - General ConceptsBoth players perform naval activities during each of the naval action segments (NAS) in the game. Each player turn includes seven NASs as shown in the sequence of play below. Air units assigned to the naval cooperation mission (NCM-Rule 24A) conduct air missions only during an NAS; they may operate in each NAS. Such units are not available during the regular air phase of a player turn. A. The Naval Phase The naval phase is a new Europa phase which occurs each player turn immediately following a player's initial phase and immediately prior to a player's movement phase. Naval units are no longer moved in the movement phase, but are now moved in the naval phase. Europa Sequence of Play using Supermarina II.
Non-Phasing player subsegment.
Movement Phase (ground units only). Air Phase (exclude air units which flew the NCM). Ground Combat Phase. Exploitation Phase. There are 7 NASs performed each Europa player turn: 7 during the Axis player turn and 7 during the Allied player turn. The phasing player for that player turn is also the phasing player for the seven NASs conducted during that player turn. The opposing player is termed the non-phasing player. B. Task Forces (TF) Naval units (excluding submarines) at sea on the map operate in task forces, using a TF marker to indicate their position. This marker indicates the presence of some naval units, but does not disclose the types or numbers of the units present. The naval units in a specific TF are placed in the corresponding box on the TF Chart, thus defining the exact composition of each TF. If more TF markers are needed than provided by the countermix, players may make extras as required. TFs may be formed, reformed, or disbanded at any time during any friendly naval movement step. Naval units may transfer from one TF to another if both TFs are in the same hex at the start of that step. Naval units in port are never placed in TFs and remain on the map. C. Anti-Submarine Warfare (ASW) ASW is conducted through use of the ASW chart. All DD, DE, and TB type warships are considered to be ASW capable, counting as 1 ASW point each. Due to lack of sonar and training, Italian ASW ships count as only 1/2 ASW point each. D. Ports Each port on the map is described on the Port Information Chart, which indicates the cargo, naval refueling, AA strength, and repair capabilities of that port. 1. Cargo Capacity. The cargo capacity of a port is the maximum number of Regimental Equivalents (REs) of cargo that may be landed or shipped from that port during each Europa player turn. 2. Naval Refueling. The refueling capacity of a port shows the maximum number of fuel points the port can dispense to naval units in one NAS. 3. AA Strength. This is the number represents the heavy AA strength for that port. This number is not used for ports in North Africa or the Balkans when the mod u le is being played with War in the Desert or Baikan Front. For these games the ports are defended by the AA counters included in the game. 4. Repair Capability. This is the number of hits of damage that can be under repair at any one time at that port. 5. Port Damage and Repair. Ports may be damaged by bombing, demolition, or naval bombardment (Rule 4A4). They are repaired by engineers using the standard Europa engineering rules. 6. Capture. Ports may be captured by enemy forces (the ownership changes hands). Each naval unit in port at that time must roll 1D10 to determine if it escapes to sea, is scuttled (sunk) by its crew to prevent capture, or is captured by the enemy. The chances vary according to the type of naval unit:
A result of 1 - 3 means a naval transport point (NTP) escapes to sea, 4 - 7 means it is scuttled, and a result of 8 - 10 means the NTP has been captured. Naval units that escape to sea are considered mat sea" in the hex containing the port from which they escaped. Naval units captured by the enemy are available for use by the enemy in their next friendly naval phase. Immediately upon its capture by the enemy, the repair capacity of a port is lost to both sides for the rest of the game. E. Beaches Any partial-sea hex directly adjacent to a full-sea hex, excluding those containing mountain terrain, is considered a beach. Some of these hexes may contain both a beach and a port, which may be used separately or together. Only landing craft (LC) type naval units may land or embark forces or supplies at beaches without penalty (see Rule 9). F. Naval Movement TFs move by spending movement points (MPs) at the rate of 1 MP per hex entered. A TF may not move further than the vessel with the lowest movement allowance in the TF (a naval unit's movement allowance is printed on its counter). MPs may not be accumulated from NAS to NAS, nor may they be "saved" for later use during that NAS. Naval units may only enter full- or partialsea hexes and are not prohibited from entering such hexes containing enemy naval or ground units. They may not cross all-land hexsides. G. 10-Sided (Decimal) Dice Supermarina introduces decimal dice to Europa. Unless otherwise noted, when rolling one 10-sided die (1D10) treat all rolls of 0 as 10. In cases where percentage probabilities are given on a chart or table, treat each increment on 1D1O as 10%. For instance, if the probability of performing some action is given as "30%", then rolling a 1, 2, or 3 on 1D1O (remember that a roll of 0 is treated as a 10) will result in success. When rolling two 10-sided dice (2D10) the resulting roll is not treated as a sum like the familiar Europa 2D6 rolls. Instead, it is read with one die being designated (before the roll) as the "10's" digit and the other as the "1's" digit, the result being considered a "decimal". In this case, treat results of 0 on a single die as zero. In this manner, it is possible to generate decimal percentages. For example, a roll of 0 on the ten's die and 6 on the one's die would be read as 06% or "six'; a roll of 9 on the ten's die and 0 on the one's die would be read as "90" or "ninety"; a roll of 3 on the ten's die and 7 on the one's die would be read as "37" or "thirtyseven"; and so on. Exception: If a 2D1O roll is 'double zero' (i.e., 00) treat this special result as "100." Rule 2 - Naval UnitsA. Warships All warships of Destroyer (DD) size or larger are represented as individual ships, while smaller craft are represented by squadrons. Special: When called for by the players' orders of appearance, smaller ships appear as complete squadrons. For instance, the Italians receive the entire MTB-14 squadron on the Apr I 1941 turn. Warships are assigned missions as described in Rule 4. B. Aircraft Carriers Aircraft carriers are warships with special capabilities. Their counters indicate the capacity of the ship to base air units. These air units are permanently assigned to the naval air cooperation mission. The hex containing a carrier is considered to be an airbase for flight operations of that carrier's air units in that NAS. C. Submarines Submarines are represented by submarine points. These points are allocated to submarine flotillas. Each submarine flotilla in play is deployed on the map in a similar fashion to a TF marker. As submarine points are received in the appropriate order of battle/appearance, they are allocated to any existing flotillas. Submarine flotillas have a movement allowance of 10. D. Naval Transport Points (NTPs) Cargo vessels are represented by NTPs; each point carries 1 RE of troops or cargo. NTPs may be combined to carry units or items larger than 1 RE, but if one of the NTPs is lost, then the entire cargo is lost (troops are considered eliminated unisolated for replacement point purposes). NTPs load, carry, and unload cargo per Rule 4C. Each NTP has 1/4 point of light AA. The protection rating of NTPs is class 3; they may be sunk by damage from bombs, gunfire, or torpedoes. An NTP is sunk if it sustains 3 gunnery (G) or bomb hits, 2 flotation (F) hits, 1 torpedo or mine hit, or any result of sunk M on the hit chart. NTPs require 1 fuel point each per NAS at sea. E. Landing Craft (LC) Each LC may carry 2 REs of any type cargo. They load in a friendly port or from a friendly NTP at a beach hex. An LC may not carry troops for more than one NAS. They may unload their cargo at friendly ports or beaches, or in enemyowned hexes during amphibious landings (Rule 9). LCs may use the beach in a hex containing a friendly port even if other cargo has consumed the full capacity of that port. Rule 3 - Reconnaissance (Recon)Recon finds enemy forces, enabling them to be avoided or attacked. No TF may be attacked unless it has been spotted in either the current NAS, or by other special provisions. When spotted by only one type of Recon, the composition of the TF is revealed only in general (warships, warships and NTPs, etc.). TFs spotted by two methods are fully revealed (exact types and numbers of ships). There are five methods of recon in the game: area search, surface search, carrier air search, coastal observers, and submarine search. A. Area Search Area search is conducted by each player during the recon step of his subsegment of the NAS from friendly-owned ports, or from airbases with naval cooperation aircraft based at them. The procedure for area search is to first determine which site has the highest percentage chance of spotting the TF being searched for (normally this will be the one closest to the TF). Then, using the Area Search Chart, roll 1D10. If the roll is less than or equal to the search value on the chart, the TF is spotted. Each TF can only be rolled for once per NAS by area search, but there is no limit to the number of area searches each search site can perform. In poor weather, the percentage chance of success is halved (round fractions down) prior to rolling the 1D10. B. Surface Search TFs may conduct searches in a hex at the owning player's option by spending additional MPs when entering the hex during movement. The phasing player declares at the instant of the search whether the search is being conducted at night or daytime. To search a hex, the cost in MPs (for the TF) is 4 MPs in the daytime, and 8 MPs at night. If the hex is searched, all enemy TFs in the hex are revealed for attack. In poor weather the MP cost for the search is doubled. TFs containing units having an "S" designator reduce the daytime search cost for the hex by 1 MP for each "S" present (but never less than 1 MP additional for the search). This benefit may not be used in poor weather. C. Carrier Air Search TFs with carriers may conduct an area search in addition to any surface search. The radius for this search is equal to the average range of the air units on that carrier. Each carrier may conduct its own area search, using the best chance to spot if there are multiple carriers present. D. Coastal Observers Any TF that enters an enemy owned partial-sea hex is spotted, and any TF that passes directly from one such hex to another is fully spotted (exact information is made available to the enemy). Warships that use gunfire to attack or support land operations must also be fully revealed until they move. E. Submarine Search Submarines conduct searches per rule 4132. Since these searches occur during the enemy movement step, they cause the enemy TF to be spotted during the searching player's immediately subsequent NAS. Rule 4 - Naval Missions A. Warships Surface warships may conduct the following missions. Aircraft assigned to carriers may fly any air mission excluding the staging and air drop missions within the restrictions of the naval cooperation air- mission profile (Rule 24). 1. Sea Control. Seeking out and destroying enemy ships and shipping to deny the use of the seas. This usually results in combat actions between TFs. 2. Escort. The protection of friendly shipping to ensure cargo de * livery. See Rule 6A1 for details. 3. Ground Support Bombardment. Warships may provide gunfire support for offensive or defensive operations on land. Naval gunfire factors are modified during their use for this mission. Primary strengths are halved, intermediate strengths are quartered, and secondary strengths are eighthed. Primary and intermediate gunnery strengths may be used to fire in the same hex as the TF, as well as into an adjacent hex. Secondary strengths may fire only in the same hex as the TF. The gunnery strengths of the entire TF firing into a hex are added together for combat purposes. This mission is executed during the ground combat phase of the turn. Warships providing ground support bombardment are not affected by the results of any ground combat in the hex, nor do their factors count for any loss calculations. 4. Independent Naval Bombardment. When executing this mission the gunnery strengths of the ships (as determined in section 3 above) are treated as tactical bombing factors. Hits are determined on the bombing table, and the mission is executed during the combat phase of the NAS. 5. Transportation/Evacuation. A warship assigned to this mission may carry cargo following the restrictions of Rule 4C2. When doing so, the warship has its gunnery factors halved and its protection rating reduced by one level (e.g., from a 6 to a 5). The cargo capacities of warships are as follows:
B. Submarines Submarines are deployed in flotillas. Each flotilla has an area of operations (AO) consisting of all sea hexes within 3 hexes of the flotilla marker. There are three missions a submarine flotilla may be designated to perform in an NAS. These missions are assigned and noted during the initial phase of the owning player's turn. Submarine torpedo attacks are resolved per Rule 6G. Flotillas may be combined and new flotillas may be created during the initial phase in any friendly port. Submarine points from a flotilla in port may be added to any flotilla at sea during the initial phase. Submarines in port do not have an AO. 1. Transit. This is the mission used to relocate a flotilla. While assigned to this mission, the flotilla moves with a speed of 10 IVIPs. Its recon ability while moving is severely limited and is handled as a surface search (Rule 3B). Its AO while in transit is limited to the hex it occupies. At the end of each friendly naval movement step, no submarine flotilla may be located within the AO of another friendly submarine flotilla. 2. Recon. This mission is used to establish a screen of subs within the flotilla's AO to observe enemy movements and report them. Flotillas assigned to this mission may not move. Because the primary mission is to observe and report rather than to engage, if the flotilla attacks a target, it does so at half strength. During the enemy player's movement step, any of his TFs or flotillas that enter or remain in the AO of a friendly sub flotilla may be located via search. Consult the search chart to determine the chance of sighting and roll to see if the force is spotted. If spotted, the force is considered spotted throughout the spotting player's next NAS. 3. Attack. This mission is used to establish a .wolfpack' by concentrating and attacking enemy forces located within its AO. Because the primary mission is to locate, mass, and attack enemy forces, flotillas assigned this mission use the search procedure in Rule 4B2, but their chance of successful spotting is halved. A flotilla assigned this mission may attack a spotted force in its AO during the enemy player's naval movement step by following the procedure listed in Rule 6G. Flotillas assigned to this mission may not move. C. Naval Transport Points (NTP) NTPs may be assigned any of the following missions: 1. Cargo Transport. An NTP assigned to this mission may load and unload cargo in a port during the naval movement step. The NTP must be in the port at the start of the step. Ground units transported during the naval phase pay a cost of 2 MP for non-c/m and 4 IVIP for c/m units. They may use their remaining MPs to move normally during the ground movement phase of the owning player's turn. Units arriving during the opposing player's turn are eliminated if the port is taken by the enemy and do not contribute to the defense of the hex during the combat. When cargo is loaded onto NTPs in a TF, a cargo manifest is filled out showing what each NTP is carrying. This is used while the NTPs are moving to determine which NTPs (and what cargo) is lost if the TF is attacked. There is no limit to how many NTPs may be in any TF. Cargo may be transferred to or from LCs during the movement step of an NAS. The NTPs and the LCs must be in the same hex at the time the cargo is transferred. 2. Evacuations. During an evacuation, NTPs may pick up cargo directly from a beach during the ground movement phase. Only ground units w/o heavy equipment or replacement points may be evacuated. Units with heavy equipment may be evacuated if they abandon their heavy equipment; their cost to rebuild in infantry replacement points is then considered to be in the hex for evacuation. Such units that require no infantry replacement points to rebuild yield infantry replacement points equal to half the other points that would be used to rebuild them. Two infantry replacement points equal 1 RE for transport. During an evacuation all units leave the beach during the ground movement phase of the turn, paying 2 MPs to board the waiting NTPs. 3. Assessing Damage. When NTPs are attacked, roll enough 10-sided dice to generate a one, two, or three digit number that can account for all NTPs in the TF (Le, 11310 for 1-10 NTPs, 2D10 for 11-100 NTPs, and 31310 for-100+ NTPs). Each NTP is assigned a separate number. To randomly determine which NTP has been attacked, the attacker rolls the appropriate number of dice for each attack until the number rolled matches one of the assigned numbers of an NTP. This NTP is the target of that attack. This process is repeated until all attacks have been made. D. Landing Craft (LC) LCs may be assigned any of the following missions: 1. Landings. LCs may carry cargo to or from a beach per Rule 9. Troops being carried by LCs must be disembarked by the end of the NAS in which they were embarked. Units violating this rule are immediately eliminated. 2. Transship. LCs may carry cargo from NTPs to a beach, or from a beach to NTPs. Transshipping to or from NTPs may be made during any NAS, or during the exploitation phase of the owning player's turn (per Section C2 above). 3. Transit. This mission is used to move LCs into a hex for future use in landings or evacuations. It is also used to shift LCs from one base to another. When assigned to this mission, LCs may not carry cargo. Rule 5 - Aircraft Carrier OperationsA. General All carrier-operated air units operate in flights rather than the standard Europa group. In Supermarina fl, 1 Europa air group equals 6 naval air flights. Carrier flights operate following all the rules for normal air units, but their size difference causes the following changes: 1. Air-to-Air Combat. When flight- and group-sized air units are involved in air-to-air combat, the strengths of all group-sized air units involved are multiplied by 6. When assessing losses, each group counts as 6 flights lost. 2. AA Fire. When flight- and group-sized air units are included in a mission force being engaged by AA fire, count each group-sized unit (chosen randomly for loss) as 6 flights. B. Naval Air Missions Air units assigned to a carrier are considered always assigned to the naval cooperation mission. When a carrier is at sea it can fly all air operations consistent with the naval cooperation mission (Rule 24A) except the staging and air drop missions. Should a carrier be sunk while its air units are on a mission, and there is no friendly airbase at which they may land, they are eliminated. C. Land-Based Air-Unit Transfer A carrier may transport one group-sized land-based type F air unit. The fighter unit must be loaded at a friendly port (it may not fly on). Once on board, the fighter group may either be unloaded in another friendly port, or may initiate a transfer mission from the carrier to a friendly airbase. The carrier may not conduct any other air operations (including area search) while the land-based fighter group is on board. Rule 6 - Naval CombatNaval (surface) combat occurs when warships from both sides occupy the same hex. All NCIVI air combat is completed before naval combat is resolved. A. Pre-Combat Before any combat occurs, the nonphasing player may choose to scatter his TF, or attempt to avoid combat. 1. Scatter. A TF with NTPs being engaged by enemy surface ships may elect to scatter instead of engaging in surface combat. If the player chooses to scatter, the TF automatically loses 20% of its NTPs (randomly chosen as in Rule 4C3). If scattered, a TF must reform during the next NAS. If a TF that scatters has an escort (warships assigned to that mission) in it, the escort has two options:
b) All the escorting warships may elect to engage the enemy force, thus gaining time for the NTPs to escape. If this option is chosen, the TF only loses 10% of its NTPs (randomly chosen as above). The escort then enters into regular surface combat with the enemy force. After combat, any surviving escorts form a new task force in their current hex. 2. Reform. A TF that has scattered must reform during the next NAS after scatter. It may reform in any hex within 10 hexes of the hex where it scattered at the choice of the owning player. TFs that reform may not move during the NAS in which they are reforming. 3. Avoid Combat. To avoid combat, the nonphasing player must roll a number on 2D10 equal to or less than the percentage chance to avoid combat. This percentage chance is calculated as follows:
b) Subtract the slowest speed of the TF seeking to engage in combat from the total calculated in step (a) above. c) The total calculated in step (b) above is the percentage chance to avoid combat. B. Sequence Surface combat is resolved in a series of rounds'. which continue until the ships of one side disengage or are sunk. Each combat round is resolved in the following manner. 1. Movement and Range. Each player decides if his ships are going to open, maintain, or close the range between the opposing forces. The success of these choices is determined and implemented. 2. Torpedo Declaration. Ships making torpedo attacks this round are announced. 3. Gunnery. Each player designates targets and resolves gunnery fire. Damage is recorded at the end of this step. 4. Torpedo attacks. Each player resolves all torpedo attacks made by his ships. Damage is recorded at the end of this step. C. Range Surface combat takes place at one of four ranges. From farthest to closest they are: primary, intermediate, secondary, and torpedo. At primary range only primary guns may fire; at intermediate range only primary and intermediate guns may fire; at secondary range all guns may fire and torpedoes may be launched with reduced effectiveness; and at torpedo range torpedoes may be launched with maximum effectiveness. However, before launching torpedoes at torpedo range, the launching ships must first undergo a special, additional attack by the secondary guns of the enemy TF. The maximum range for surface combat during daylight is primary. At night the maximum range is intermediate. Combat always begins at the maximum range corresponding to the lighting conditions. Combat range may only be changed depending on the successful execution of a player's maneuver orders. Each player secretly issues one of three maneuver orders to their TFs at the start of each combat round. These orders are then revealed simultaneously. The three maneuver orders are:
2) maintain the current range; 3) close (decrease) the range. If both players' orders are the same, then those orders automatically succeed and the range is adjusted as appropriate. If the orders differ, then the players must roll to see whose orders succeed in setting the range for that combat round. Each player rolls 21310 and the result must be less than or equal to the percentage chance to succeed. The percentage chance is determined as follows:
b) Subtract the lower from the higher of these speeds. c) This number is added to 50 to establish the success percentage of the faster TF. d) This number is subtracted from 50 to establish the success percentage of the slower TF. If only one player succeeds, his orders set the range for that combat round. If both players succeed, the range remains unchanged for that combat round. When the range changes, all ships are at the new range-none are left behind. When the TFs are at secondary range, ships making torpedo attacks may temporarily close to torpedo range, suffer an additional, special round of fire by the enemy secondary (only) guns, then launch their torpedoes against designated targets per Section E below. After launching torpedoes, they automatically return to secondary range for the beginning of the next combat round. If the range is ever opened beyond the maximum combat range for the current lighting conditions, then the surface combat is over for those TFs in that NAS. The TF of the successfully withdrawing player (or the non-phasing player if both are successful) is placed in a hex adjacent to the combat hex, owner's choice. D. Gunnery Each ship has a set of gunnery ratings which detail the ships 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, the strength may not be split to fire at multiple targets. A ship may fire different types of guns at different targets, or at the same target, but they may not be combined. For each type of gunfire, the gunnery table for that type of gunfire is used. First, determine whether the gunfire has hit the target, then determine the damage (if any) from the hit. To determine the chance of a hit, cross reference the type and number of gunnery factors firing against the class of protection of the target. Roll 1 D1 0; if the result is equal to or greater than the to-hit number, the target has been hit. Once the target has been hit, the type and amount of hit damage is determined. The procedure is to cross reference the protection class of the ship hit with the result of a 1D10 roll. The type and number of hits indicated by the chart are implemented at the end of the combat round. The types of hits are "G" gunnery, "F" flotation, and "X" automatically sunk. The appropriate boxes are checked off on the ship's Hit Record Chart starting with the box containing the largest gunnery and movement values. The highest remaining box indicates the new main gunnery factor and movement allowance of the ship. E. Torpedoes Ships with torpedo strengths, submarines, and type V aircraft may make torpedo attacks. The procedure for making torpedo attacks is as follows: 1. Ships. At the start of the torpedo attack step all targets are declared. A unit may only make a torpedo attack against a single target. Several units may make separate attacks against the same target, but they cannot combine their attack strengths. Each time a ship makes a torpedo attack, one torpedo box on the hit record sheet is checked off. When all torpedo boxes have been checked off, the ship may make no further torpedo attacks until replenished. The to-hit number of the attack is obtained from the Torpedo Attack Table, using the protection class of the target. The to- hit number of the attack is raised by 1 if it is launched at secondary range. The player making the torpedo attack rolls 1D10 for each unit attacking, and if the result is equal to or greater than the to-hit number there has been at least one hit. Once this has been determined, 11310 is rolled again and the torpedo damage table is consulted to see how many hits are inflicted on the target. All torpedo hits are automatically "F' hits. 2. Aircraft. Type V air units attack by following the hit and attack procedures for submarines, however each of their tactical bombing points counts as 1 torpedo attack. Thus, a type V air unit with a TBF of 2 means it is capable of 2 attacks in that NAS. Each type V air unit attack is considered to be launched at torpedo range. Air units have no reloads, but are considered replenished upon return to their bases. Air-delivered torpedo attacks take place during the air operations portion of the combat step, and damage is recorded at the end of that portion of the combat step (prior to surface combat). F. Night Actions If the phasing player has executed his surface search at night, the ensuing combat is considered to be at night, and is governed by the following rules. 1. Night Range. No ships may engage at primary range-combat begins at intermediate range. 2. Gunnery Effects. All gunnery to-hit rolls suffer a -1 die-roll modifier. 3. Italian Crews. Since the Italians believed that no useful actions could take place at night, the Italian navy did not train or practice for night surface combat. To reflect this, any time Italian surface units fight a night action they suffer an additional -1 modification to all gunnery to-hit die rolls (for a total of -2), and may not launch torpedoes. G. Submarine Combat Submarine attacks occur when a TF moves through the AO of an enemy flotilla, is spotted, and the opposing player chooses to attack. The combat process begins with the target TF's ASW-capable ships engaging the submarine flotilla per the ASW chart. After ASW combat is over, a percentage of the subs are considered to have successfully penetrated the ASW screen and are able to launch their attacks. Each sub point has a torpedo attack strength of one and may attack any target in the TF. Rule 7 - MinesA. General Mines are weapons that wait, and have no real friends while they do so. Mines are a threat, not an assured attack. Mines and their effects are shown in the following manner. Minefields are deployed in accord with scenario rules and are maintained so long as the required geographic, ownership, or presence standards are met by the owning player. B. Effects Minefields have a strength of 6 and may not be reduced or increased. Minefields attack the shipping of all players without regard to the ownership of the minefield. Anytime a TF or flotilla enters a mined hex there is a chance of 'finding' the field. Roll 11310. On a roll of 7-10, the mines have been avoided. On a roll of 1-6 the following procedure is implemented:
2) Once a ship has struck, 11310 is rolled for that ship, subtracting 4 from the result. This is the number of flotation hits scored against the ship. 3) Roll 11310 again; this is the re-attack roll. If the roll is 8-10, then another mine has been struck and this 3-step process is repeated for all ships in the force (including ships damaged but not sunk by mines). This process is repeated until the re-attack die roll result is 1-7. Rule 8 - Fleet Logistics and RepairA. Fuel and Ammunition This applies to all surface ships. 1. Fuel. All ships have on their Hit Record Chart a display of fuel boxes. One box is checked off each NAS for each ship at sea and fuel is consumed at the rate listed on the Fuel Notes Chart for that type ship. Units in port are refueled by spending one NAS in port and receiving fuel from the fuel available at that port. Ships may fuel at a port only so long as there is fuel available at the port. Such fuel is deducted from either the fuel available at the port or from the Italian national fuel pool if refueling in an Axis-owned port in Italy. A ship that runs out of fuel at sea suffers the following penalties:
It may not conduct searches or attack other vessels. If attacked, all enemy to-hit rolls are given a +3 modifier. When it makes port it is out of action for 4 game turns before it may move again under any circumstances. 2. Ammunition. When a naval unit engages in surface combat or independent naval bombardment, all primary and intermediate gunnery factors are lost until the unit has been replenished. Secondary gunnery factors and AA strengths are not affected by this rule. 3. Replenishment. All ammunition and torpedo boxes are replenished if the naval unit in question spends one NAS in port. B. Damage Repair This applies only to individual surface ships. Multiple-ship squadrons may not be repaired. All ports listed on the the Port Information Chart as having a repair ability of 1 or more may make repairs to damaged ships. 1. Procedure. The ship to be repaired must start the NAS in the port where the repairs are to be made. The owning player decides how much of the port's available repair capacity will be used on the ship. One point of repair capacity may repair 1 hit of damage. Any amount of the port's available repair capacity may be allocated to a single ship, but only 1 repair point may be allocated to any one hit. After allocating repair points, the owning player rolls 1D10 and adds 2 to the roll; the result is the number of owning player turns required to repair the hit. Record this result for future reference. The lowest number hit box will always be repaired first when there are multiple hits to be repaired. 2. Suspending Repairs. Repairs can be halted on a ship, causing any uncompleted repairs to be delayed for as many turns as repairs are halted. There is a minimum of a 1 player turn delay if repairs are halted. Repair points from suspended repairs may be reassigned to other projects if the owner wishes. Rule 9 - Amphibious OperationsThere are two types of amphibious operations: landings and raids. A. Raids Raids are the use of commando- type forces to attack targets using small-scale, brief landings.
A raid may be landed from a warship or an LC. A raid lands in the ground movement phase, and re- embarks in the exploitation phase. A raiding unit spends 2 MPs to get ashore, and may move 1/2 its movement allowance (rounded down) during the exploitation phase. It requires 2 MPs for the unit to re-embark. A raid requires no planning. Raiding units are considered in full supply the turn they are raiding. B. Landings Landings occur during the ground movement phase of the owning player's turn. Units conducting landings may move in both the ground movement phase and in the exploitation phase. C/m units moving in the exploitation phase move normally, non-c/m units move at half their movement allowance (rounding down). 1. Procedure. Landings are divided into two waves: assault and follow-up. Both of these occur in the owning player's turn. a. Assault Wave. This wave must be carried by LCs, and is done during the owning player's ground movement phase. The RE size for non-marine or nonamphibious units is doubled. For example, 1 RE of infantry would be treated as 2 REs, 1/2 RE of c/m would also be treated as 2 REs (double for shipping c/m + double for assault wave landing). LCs may not combine to carry units in the assault wave. b. Follow-up Wave. This wave comes ashore during the exploitation phase of the landing turn. All units pay their normal shipping costs, and LCs may combine to carry cargo. c. MP Cost. Landing ground units pay a cost of 2 MPs for disembarking in either wave. d. Combat Effects. Non-amphibious units in the assault wave are quartered during the turn they land. Amphibious units, including marines, are halved. e. Supply Effects. Units making landings are fully supplied on the turn they land. 2. Weather Effects. Any weather other than clear is considered to be poor. Units making landings in poor weather are halved for combat in addition to the regular combat effects of landing. All naval gunfire in support of landings is also halved in poor weather. 3. Planning and Preparation. Landings must be planned at least 4 game turns in advance of the turn of the landing. During the initial phase of the player turn at least 4 turns before the landing, the owning player designates the assaulting units and their invasion hexes. These units may not be involved in ground combat from the time planning is begun until the landing. If these units are involved in combat, the landing is canceled. The LCs for the landing must spend at least the last 2 game turns prior to the landing in port preparing for the landing. Rule 10 - Special Naval RulesA. Fuel Availability 1. Italian Fuel. The Italian Fuel Production Chart shows the arrival of all fuel points available to the Italian navy. A record is kept of the total amount on hand. All Italian ports on the Italian mainland and Sicily are fully resupplied every NAS subject to the national fuel stockpile. Other ports must have fuel shipped to them to dispense it to ships. 2. British Fuel. Gibraltar and all Egyptian ports are fully resupplied every NAS. Other ports must have fuel shipped to them to dispense it to ships. 3. Shipping Fuel. NTPs only may carry fuel at a rate of 20 fuel points per RE. Ports may stockpile fuel only up to their capacity in REs. B. British Force Pool The Royal navy reacted to the levels of Italian naval power throughout the war, in conjunction with many commitments elsewhere. This rule reflects the changing state of British naval power in the Mediterranean based on historical guidelines. During the Allied initial phase of the I turn of every month, the Allied player consults the British Force Pool Table. The table has three columns: the first describes the current Axis situation, the second indicates the minimum force the British must have in the Med, and the third shows what additional naval units are available and the victory-point (VP) cost to use them. For each additional naval unit taken from the pool, the Allied player pays a one-time VP cost. At the bottom of the chart is the British absolute minimum force that must be maintained in the Med. If the table calls for a withdrawal that would drop the force level below this level, it is ignored. Withdrawals must be made during the turn the withdrawal is mandated. The Allied player may select any ship available in the pool; BBs and BCs are interchangeable; CAs, CLs, and CLAs are also interchangeable. C. Italian East Africa Squadron The Italian East Africa Squadron consists of the following warships. DDs: Leone, Pantera, Tigre, C. Battisti, D. Manin, N. Sauro TBs: G. Acerbi, V.G. Orsini (both equal one RN DD) MBTs: MBT-1, MBT-2, MBT-3, MBT-4, MBT-5 (all equal two RN DDS) At the start of the game (Jun 40) the Axis player has the following two options: 1) The Axis player may chose to leave the squadron in East Africa (off the map). The ships are removed from play and are not available. 2) The Axis player may recall the squadron to the Mediterranean. The Axis player starts all ships listed above in Italy. If this option is chosen, the Royal Navy receives a one-for-one reinforcement of DDs to either the Mad Fleet (Alexandria), or the Home Fleet/Force H (Gibraltar). D. Italian 10 MAS Commando Unit The Italian Navy's special port attack capabilities are represented by this unit. It functions under the following rules.
Rule 11 - Supply RequirementsThis rule is designed to cover supply-related NTP activity in Supermarina 11. The NTPs used to meet the following requirements are considered to be carrying supplies. A. Axis Requirements Axis NTPs must carry supplies as listed below. Failure to meet these requirements results in a penalty of 5 victory points per turn of failure per location. These VPs are subtracted from the Axis total. 1. Albania. During the period of the game covered by Marita-Merkur and Balkan Front (Nov 40 to May 41), a number of NTPs equal to the maximum capacity of both Albanian ports must be sent there each game turn. After the fall of Greece (May 41), this requirement is reduced to 4 NTPs per game turn. 2. Dodecanese. 1 NTP must be sent to both Rhodes and Crete per game turn if controlled by the Axis player. 3. Libya. A number of NTPs equal to the maximum capacity of any two Axis ports in Libya must be sent to those ports each game turn. 4. Tunisia. Once the Axis begins operations in Tunisia, NTPs equal to the maximum capacity of each Axis port in North Africa must be sent to any port(s) in North Africa each turn. B. Allied Requirements Failure to meet the following requirements results in a penalty of 5 victory points per turn of failure per location. These VPs are subtracted from the Allied total. 1. Greece and Crete. 1 NTP must be sent to an Allied port in Greece (or Crete if Greece has fallen) for every 5 REs of British ground forces deployed in Greece (or Crete if Greece has fallen). 2. Malta. 3 NTPs must be sent to Malta every game turn. Malta can stockpile a maximum of 15 supply points at any one time. Malta surrenders to the Axis during the Axis initial phase following its third consecutive game turn out of supply. SPECIAL SECTIONThe following rules should be used to replace the appropriate sections of the War in the Desert (WitD), Balkan Front (BF), or Marita-Merkur (MM) rules when integrating Supermarina into those games. Rule 21 - LogisticsThe following is intended to more accurately simulate the interaction of the ground, sea, and air campaigns in the Mediterranean during the period shown by the game, and to portray the logistical problems that plagued all the combatants in the theater. When using this rule, do not use Rule 11 above. A. Supply Points Supply points are used to maintain all forces of both sides in the Mediterranean Theater that cannot trace a rail line back into their own homeland. For the Axis, SPs are available in unlimited amounts at friendly ports in Europe. The Allies receive them according to the Allied Supply Point Availability Table. One supply point (SP) provides supply to one RE of ground units, or one air group. To use an SP for supply, a unit must be able to trace an overland supply line to it. For each RE of isolated ground or air units, spending 1 SP changes its status from isolated to unisolated for the ensuing game turn. For each RE of unisolated air or ground units, 1 SP changes its supply status to U-1. When an SP is expended in this manner it is removed from play. SPs have no movement capability, but can be moved by the following methods:
Ground units may carry up to their RE size in SPs without penalty. SPs may be carried by a retreating unit up to its carrying capacity. Logistic transport units (LTUs) may carry up to 50 SPs each with no effect to their movement allowance. SPs in a hex that becomes enemy owned may be captured. For every 5 SPs present roll 1 D1 0; on a roll of 7- 10 they are captured, otherwise they are destroyed. SPs may be stockpiled for later use in any hex. Rule 22 - Supply EffectsThe supply status of all forces is determined in each initial phase. A turn out of supply consists of two player turns. Use the supply status markers from Scorched Earth to mark the turns out of supply. Use the red markers for those units initially judged to be out of supply on the Allied player turn, and black markers for those on the Axis player turn. The effects of being out of supply are as follows: A. Unisolated Supply Effects
U-1 No effect (unit operates and attacks normally). U-2 Attack and movement factors halved. U-3 or more Attack and movement factors halved; AECA reduced by -2. B. Isolated Supply Effects
U-1 Movement factors halved. U-2 Attack, defense, AA, and movement factors halved; no exploitation phase movement; AECA reduced by -2; AECD reduced by -1. U-3 Attack, defense, AA factors quartered; movement reduced to 1 hex per turn; no exploitation phase movement; no AEC or ATEC; unit is eliminated on a 1D6 die roll of 4-6 (made in the initial phase in which the condition exists). U-4 or more Attack and AA factors 0; defense factor quartered; movement reduced to 1 hex per turn; no exploitation phase movement; unit has no ZOC, AEC, or ATEC; unit is eliminated on a 1D6 roll of 2-6 (made every initial phase for which the condition exists). Note: AEC can never be reduced below a +0 modifier. Rule 23 - Logistics Transportation Units (LTUs)These units have one task to perform-they carry supply points (SPs). Each LTU may carry up to 50 SPs. Both sides start WitD with three LTUs each. To note the arrival of more LTUs, consult the WitD orders of battle. Each time the Allied SMP total goes up, they receive another LTU. The Axis gets another LTU for each increase of 5 SMPs. LTUs are considered to be 2 REs in size, and c/m for transportation purposes. Rule 24 - Air OperationsIntegrate the following rules into the air rules sections of the game being played. All rules references refer to Supermarina Brules numbers. A. Naval Cooperation Mission This mission is added to the air missions rule. Only air units designated in the initial phase as being assigned to this mission may fly against enemy naval units, or intercept enemy air missions against friendly naval units at sea. Air units on the naval cooperation mission may fly air missions every NAS. However, the only bombing mission they may perform is tactical bombing against naval units. Air units remain assigned to naval cooperation until the owning player's next initial phase, and while assigned to naval cooperation, they may only fly during an NAS. For group-sized air units, all bombing factors are multiplied by 6 when used in step 4 below. Type B and HB units have their TBFs halved when flying naval cooperation. Attacks by air units against naval units during an NAS are resolved during the combat step, prior to any surface naval combat as follows:
2) AA fire is resolved. 3) Bombing is resolved using the Bombing Table and hits are assigned randomly per the procedure in rule 4C3. Exceptions: 1) Fighters assigned to naval cooperation may always intercept enemy air missions (at any time) in the hex in which they are based. 2) Fighters not assigned to naval cooperation based in the target hex may also intercept enemy air units flying a naval cooperation mission (at any time) in the hex in which they are based. B. Air Combat Air combat is resolved during the air combat resolution step. The term mission force refers to all phasing air units flying any mission other than escort and the term screen refers to all fighters which fly escort or join the escort during air combat preparation. 1. Preparation. Before any combat occurs, the phasing player may abandon all air missions in the hex. Abandoned mission air units immediately return to base and may not fly their missions during that air step. The interceptors remain in the hex and may not participate in any other air combats that air-combat step. If the mission is not abandoned, the owning player allocates escorts to the screen. Any fighters in the mission force may choose to jettison their bombs and join the escort at this time; all other aircraft are considered to be part of the mission force for the remainder of the air-combat step. 2. Allocation. The intercepting player allocates each of his interceptors to shoot at the screen or to bypass the screen and engage the mission force. For each interceptor that fights the screen, the intercepting player chooses a fighter from the screen for that interceptor to engage. The phasing player then allocates any unengaged fighters in the screen to fight either the interceptors attacking the screen or those that are attempting to bypass the screen and attack the mission force. After all combat has been resolved between the interceptors and the screen, the surviving interceptors that are attacking the mission force each select a target air unit from the mission force. 3. Resolution. The attack strengths of all firing aircraft engaging in an air combat step are added together. The defense strengths of all aircraft being attacked are added together. These two totals are compared and converted into an odds ratio, rounding in the defender's favor. For example, 63 to 32 would be 1.81. Two D6 are then rolled and cross- indexed on the Air Combat Results Table. There are three steps to air combat:
2) Unengaged escorts versus interceptors bypassing the screen. 3) Surviving bypassing interceptors versus the mission force, and vice versa. In each step except step (2), both forces shoot simultaneously. In the case of step (2), only the unengaged escorts fire, since the bypassing interceptors are ignoring the escorts and trying to get to the mission force. 4. Combat Results. The result obtained is expressed as two numbers. The number on the left of the slash represents the percentage of the opposing force that is eliminated in terms of defense strength. The number on the right represents to percentage of the surviving mission force that is returned to base, expressed in terms of air units. a. Losses. Losses to the opposing force are computed by multiplying the total air defense of the opposing air units times the percentage from the Air Combat Results Table, rounding fractions greater than or equal to 1/2 up to the next whole number. Units eliminated are selected by the owning player. The player must eliminate units whose air defense values total at least the amount of losses suffered. If the required loss is less than half the defense strength of the weakest aircraft attacked (after rounding), ignore the loss. If the force consists of only one air unit, then the loss is ignored only if the result is less than 1/4 the defense strength of the single air unit. All eliminated air units are placed in the eliminated air units box. When a transport mission is shot down, the cargo being carried is lost. b. Bomber Returns. This is calculated by multiplying the number of surviving bombers by the percentage result from the air combat. The resulting number (rounded up fraction 1/2 or greater) is the number of air units that are returned to base. 4. Air Combat Modifiers. These adjustments apply to the combat resolution and combat results sections of air combat. a. Rounding. All fractions greater than or equal to 1/2 are rounded up. b. Proportions. If a large enough portion of a force consists of certain types of aircraft, then the air-combat die- roll modifiers on the Air CRT apply. 1. Bombers Defending. The proportion of the mission force consisting of types T, B, and HB is determined and used on the Air CRT to obtain the appropriate die-roll modifier. 2. Bombers Firing. The proportion of the mission force consisting of types T, B, and HB is determined and used on the Air CRT to obtain the appropriate die-roll modifier. c. Fighter Bombers. Fighter units carrying bombs have their air attack and defense strengths reduced by 2, but never below 1 when calculating air-combat values. d. Extended Range. Any air unit flying at extended range has its air attack and defense strengths reduced by 2, but never below 1. Rule 25 - Anti- AircraftA. Capabilities Ships have light AA strengths printed on the counters. LCs have a light AA strength of 1 point each, NTPs have a light AA strength of 1/4 point each. B. Resolution AA fire is resolved during the mission resolution step (except as noted below), before air units perform their missions. AA may fire only at air units flying bombing or air transport missions. Total the AA points in the hex. Use the appropriate column on the Antiaircraft Fire Table. Roll 2D6, modify the total with the modifiers listed on the AA Table. Results regarding air units eliminated are resolved by multiplying the number of air units bombing by the percentage killed. When determining the amount of bombing factors available for bombing, total the bombing factors of the surviving air units bombing and multiply that number by the percentage to the right of the slash on the AA Table. The resulting number is the number of bombing points available for attacking the hex. Transport missions are handled differently. Total the number of REs being delivered to the hex and determine the percentage of those REs successfully delivered. For each air unit flying the air transport mission that is shot down, its cargo is also shot down. Note that the mission force could have already been reduced by air-to-air combat. If this occurred, use the reduced total as the total for purposes of calculating the percentage killed and determining the number of bombing points remaining due to AA fire. Rule 26 - Mission ResolutionAfter all air-to-air and AA combat is resolved, the various missions are resolved by the surviving air units using these guidelines: Each air unit flying a transport mission completes the airlift or air drop and the cargo is placed on the map. The remaining bombing points are allocated to specific target types. Unless otherwise specified, the Bombing Table is used to determine the results. When using the Bombing Table, the available bombing points can be split up into one or more attacks against targets in the hex at the attacking player's choice. More Supermarina II Beta Playtest of WWII Naval Warfare in the Med
Rules Counter and Record Explanation British Hit Record Sheets (Jumbo: monstrously slow: 797K) Italian Hit Record Sheets (Jumbo: monstrously slow: 599K) Gunnery Tables (very slow: 215K) Italian Fuel Production Charts British Counters (Jumbo: extremely slow: 359K) Italian and Marker Counters (Jumbo: monstrously slow: 645K) Anti-Submarine War and Port Tables (slow: 102K) Air Combat Tables (slow: 123K) British At Start and Order of Battle (slow: 112K) Back to Europa Number 20 Table of Contents Back to Europa List of Issues Back to MagWeb Master Magazine List © Copyright 1991 by GR/D This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |