DARDANELLES – UMPIRE'S NOTES
- Each turn = 1 hour.
- At the beginning of each turn the Player must tell the Umpire:
- The direction of travel (i.e. North, North-East, East, South-East, South, South-West, West, or North-West).
- Speed: Maximum Distance per turn = 6 squares on surface/3 squares submerged.
- Level: Surface, Periscope. Submerged, or Bottom, and any change of Level. 1 additional square of movement is used for every change of Level.
- If the submarine is within the limit of Tidal Effect ...
- ... and the submarine is on the Surface or at Periscope Level, the submarine drifts towards the mouth of the Dardanelles at a rate of 1 square per turn.
- ... and the submarine is Submerged or at Bottom Level, the submarine drifts away from the mouth of the Dardanelles at a rate of 1 square per turn.
- If the submarine enters a Minefield ...
- ... and the submarine is on the Surface or at Periscope Level, throw 2 x D6 for each row of mines in the square. (Modifier: Submarine is at Periscope level: -1)
- 3 or less: Submarine hits a mine and is SUNK.
- 4 to 8: Tell the Player that the submarine has entered a minefield.
- 9 or more: Do not tell the Player they are in a minefield.
- ... and the submarine is Submerged or at Bottom Level, throw 2 x D6 for each row of mines in the square. (Modifier: Submarine is at Bottom level: +4)
- 4 or less: Submarine hits a mine and is SUNK.
- 5 to 9: Tell the Player that they can hear the scraping of the mine mooring wires on the submarine’s hull.
- 10 or more: Do not tell the Player they are in a minefield.
- If the submarine is on the Surface or at Periscope Level the Player will be given a verbal report by the Umpire as to what is visible.
- The limit of vision = 4 squares during daytime/2 squares during night-time.
- If any of the numbered squares marked on the Umpire's map fall within the submarine's limit of vision throw a D6.
- 2 or less: Nothing is seen.
- 3 or more The Umpire displays a silhouette of the vessel in the numbered square to the Player and states the distance and bearing of the vessel from the submarine.
- The vessels in the numbered squares are:
- Square 1: Cacique
- Square 2: Cacique
- Square 3: Cacique
- Square 4: Patrol Boat
- Square 5: Patrol Boat
- Square 6: Patrol Boat
- Square 7: Transport
- Square 8: Transport
- Square 9: Battleship
- If the submarine is within the Limit of Searchlight Area ...
- ... and it is daytime throw 2 x D6. (Modifier: Submarine is at Periscope Level: +1)
- 2 to 6: The submarine has been seen by shore-based Artillery Observers. If in range of shore batteries the submarine comes under fire.
- 7 or more: The submarine escapes being seen.
- ... and it is night-time throw 2 x D6. (Modifier: Submarine is at Periscope Level: +1)
- 3 or less: the submarine has been found by a searchlight. If in range of shore batteries the submarine comes under fire.
- 4 or more: The submarine sees the searchlights scanning the water.
- If the Submarine comes under fire and is in range of shore batteries (i.e. within the shaded area on the Umpire's map) throw 2 x D6. (Modifiers: Submarine is at Periscope Level: +1; It is night-time: +2)
- 8 or less: The submarine is hit Submarine is hit by shore battery fire and is SUNK.
- 9 or more Shell splashes erupt around the submarine.
- If the submarine is Submerged or at Bottom Level the Player will be given a verbal report by the Umpire as to what can be heard.
- The range of hydrophones = 6 squares.
- If any of the numbered squares marked on the Umpire's map fall within the submarine's hydrophone range throw 1 x D6.
- 2 or less: Nothing is heard.
- 3 or more: The Umpire tells the Player that a vessel can be heard moving through the water and states the bearing of the vessel from the submarine.
- Torpedoes
- Torpedoes have a range of 3 squares and may be fired at Surface or Periscope Levels.
- Torpedoes may be reloaded; this takes 4 turns on the surface.
- To fire Torpedoes the Player must tell the Umpire:
- The target against which the torpedoes are being fired.
- The direction they are to be fired in.
- Firing Torpedoes
- Throw 2 x D6 for each torpedo fired. (Modifiers: Range is 3 squares: -3; Range is 2 squares: -1)
- 6 or less: Torpedo fails to hit the target vessel.
- 7 or more: Torpedo hits target vessel, which sinks.
- Air
- The submarine has the ability to stay underwater for 20 hours (20 “units” of air).
- Air must then be replenished at a rate of 1 hour on the surface = 5 “units” of air replenished.
- A submarine which fails to replenish its air is deemed to have been lost due to the asphyxiation of the crew.
- Batteries
- The submarine has the ability to move up to 36 squares underwater using its electric motors and batteries (batteries store 36 battery power “units”).
- Batteries may be replenished at a rate of 1 hour on the surface = 6 “units” of battery power replenished.
- A submarine which fails to replenish its battery power is deemed to have been lost due to loss of power whilst submerged.
- Night-time lasts from 2200 hrs to 0500 hrs (inclusive).
DARDANELLES – UMPIRE'S RECORD CHART
Please click on the chart to enlarge it.
DARDANELLES – UMPIRE'S RECOGNITION CHART
Battleship Messudieh
Transport
Patrol Boat
Cacique
DADANELLES – UMPIRE'S MAP
Please click on the map to enlarge it.
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