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Global Command Series - Historical Board Gaming Expansion Se… · “Global Command Series ... The Nimitz Class Carrier can sustain 4 hits before being ... Aircraft Carrier 6 3 points

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Page 2: Global Command Series - Historical Board Gaming Expansion Se… · “Global Command Series ... The Nimitz Class Carrier can sustain 4 hits before being ... Aircraft Carrier 6 3 points

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“Global Command Series”

Time Warp- USS Nimitz A Global War 2nd Edition 3d Printed Expansion

© Historical Board Gaming

Introduction

May 15, 2000: The USS Nimitz (CVN-68) is on route to the Sea of Japan for training exercises. Following an electrical storm of intense magnitude, the carrier has lost satellite communications and sets course to what it thinks is the nearest US base in Okinawa. In reality, an unexplainable rent in the fabric of time has cast Nimitz back almost 60 years. At 0:900HRS May 16, a Japanese reconnaissance plane spots Nimitz alone and radios her position to fleet elements screening the approaches to Okinawa. Five hours later the Nimitz survives an attack from several Japanese destroyers and over sixty land-based aircraft. After picking up Japanese survivors the Nimitz realizes her position and sets off on the

only probably course – to do as much damage as she can to the Japanese fleet. In the mean time, the Japanese are martialling their forces, believing a large US fleet is approaching the home island. The fight is on… In this scenario, the USS Nimitz, one of the most powerful warships in history is cast back in time to spring 1942. Facing numerically superior forces of the Japanese navy, she seeks to inflict, as much damage as she can while the US is still stinging from losses inflicted at Pearl Harbor. The Nimitz player can seek to avoid a decisive engagement with Japanese forces and uses its speed and evasion ability to survive as long as possible.

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Contents

Contents

American Forces (1) USS Nimitz (2) F-14D Fighters Japanese Forces (Optional) (4) Carrier (1 Kaga, 1 Unryu, 1 Akagi, 1 Ryujo) (10) Aircraft (3 Vals, 3 Kates, 4 Zeros) (2) Mogami Cruisers (5) Kagero Destroyers (2) Submarines

(8) Infantry

(2) AA Gun Markers (Grey)

Set Up

Location Global 39 Map

Set Up

Sea Zone 112 (Mariana Islands)

USS Nimitz, 2 F-14D Fighters

Tokyo 2 Infantry, 1 Anti-Aircraft, 1 Fighter

Fukuoka 1 Torpedo Bomber, 1 Anti-Aircraft

SZ 124 (East Jap,) 2 Destroyers

SZ125 (West Jap.) 1 Carrier, 1 Battleship, 2 Destroyers 1 Naval Fighter, 1 Torpedo Bomber

Okinawa 1 Submarine, 1 Infantry

Bonin 1 Infantry

Formosa 1 Infantry, 1 Torpedo Bomber

Shanghai 2 Infantry

Paulau Islands 2 Destroyers

Caroline Islands 2 Carrier, 2 Fighter, 2 Torpedo Bomber, 1 Cruiser, 1 Destroyer.

Marshall Islands 1 Infantry, 1 Submarine

Philippines 1 Cruiser, 1 Transport

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Victory Conditions

The Japanese win if they can destroy the Nimitz before it does 60 IPCs worth of damage to Japanese forces (based on their purchase cost). Scenario Rules

Time & Movement: In this scenario, each turn represents one week. All Japanese ships move 1 and the CVN Nimitz moves 2. Players go through combat movement – combat and non-combat phases of a Global War/Axis & Allies turn only. Nimitz Class Carrier: The Nimitz is a very capable vessel. She has a number of independent weapon systems each of which may be used each round. Thus the Nimitz could fire RIM Sea Sparrows at air targets, and her ASW system at a submarine in the same turn.

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USS NIMITZ

Unit Attack & Defense Capacity Move Notes

Nimitz See Below.

2 See Below

RIM Sea Sparrow AA Missiles: First strike (8). The Nimitz may fire up to 6 missiles that have first strike and attack on an “8” at the rate of 1 per combat round. CIWS Anti-Aircraft Guns: AA Guns defend at 5 against aircraft. SSTDS Torpedo Defense System: Submarines miss 50% chance. Electronic Warfare Systems: Japan must make an opposed search roll to find the Nimitz (D12). If Nimitz evades, it can remain in the same zone. The Nimitz can decline combat after one round by moving to an adjacent sea zone as long as its move is 2.

ASW (Aircraft & Onboard Systems) : The Nimitz has an attack and defense of 7 vs. enemy submarines. Armor: The Nimitz Class Carrier can sustain 4 hits before being destroyed. Each hit reduces its abilities as follows (roll D6): 1. Speed Reduced to 1. 2. Electronic Warfare Systems disabled. 3. Anti-Submarine rolls -2 4. Reduce the total number of RIM attacks by 1. 5. SSTDS chance reduced by 25% 6. Carrier Aircraft attacks reduced by -1 (air, ship, and ground). F-14D Tomcat: The F-14D represents the air complement of the Nimitz. Such a complement includes a mix of aircraft which would have included F-14Ds as well as F/A-18 Hornets, A-6 Intruders, A-7 Corsairs, EA-6B Prowlers, EC-3 AWACS and Anti-submarine S-3A Vikings and helicopters.

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Unit Attack & Defense Capacity Move Notes

F-14D Tomcat

Anti-Air: First strike: 8 Anti-Ship/ASW: First Strike 6 Ground Attack: 6 Evasion: The F-14 may decline combat and return to its carrier if the carrier is in another sea zone from the fighter. Stand Off Range: Japanese ships may not cause casualties to an F-14D. Hard to Kill: All Japanese units need a “1” to hit an F-14D. Fighters need a “2”.

4 See Below

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Axis & Allies 1940, & Spring '42 Conversions

Make the following changes to the Nimitz: 1. RIM Sea Sparrow missiles attack at 4. 2. CIWS defend at 3 3. The ASW value of the Nimitz is 3

Make the following changes to the F-14D:

1. Anti-aircraft value of the F-14D is 5. 2. Anti-Ship value of the F-14D is 3 3. Ground attack value of the F-14D is 4 4. All units need a “1” to hit an F-14D

Unit Placement for Axis and Allies 1940

Location Units

Sea Zone 22 Nimitz x1, F-14D Fighters x2

Japan 2 Infantry, 2 AA Guns*, 1 Fighter, 1 Tactical Bomber*

Okinawa 1 Infantry

Iwo Jima 1 Infantry

Formosa 1 Infantry, 1 Tactical Bomber

Kiangsu 2 Infantry

Marshall Islands 1 Infantry

Sea Zone 6 1 Carrier, 1 Battleship, 4 Destroyers, 1 Fighter, 1Tac Bomber

Sea Zone 19 1 Submarine

Sea Zone 34 2 Destroyers

Sea Zone 33 2 Carriers (1 fighter & Tac Bomber on each), 1 Cruiser, 1 Destroyer

Sea Zone 32 1 Submarine

Sea Zone 20 1 Cruiser, 1 Transport

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*Optional Rule: Remove one AA gun and Tac Bomber from Japan and instead place on Caroline Islands to represent the Imperial Japanese forward naval base.

It is recommended that playing on Axis and Allies to use a D6 instead of a D12. Place Japanese control markers on the Philippines, Guam, and Wake Island.

Unit Placement for Spring '42 (1st Edition)

Location Units

Sea Zone 58 USS Nimitz, 2 F-14D Fighters

Japan 2 Infantry, 1 AA Gun, 1 Fighter, 1 Tac Bomber

The Philippines 2 Infantry, 1 AA Gun, 1 Tac Bomber

Okinawa 1 Infantry

Formosa 1 Infantry

Kwangtung 2 Infantry, 1 Tac Bomber

The Solomon Islands 1 Tac Bomber

Sea Zone 60 2 Destroyers

Sea Zone 61 1 Carrier (1 Fighter & Tac Bomber), 1 Battleship

Sea Zone 59 1 Submarine

Sea Zone 49 1 Cruiser, 1 Destroyer, 1 Transport

Sea Zone 50 1 Carrier* (1 Fighter), 1 Cruiser, 1 Destroyer

Sea Zone 45 1 Submarine

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* Recommendation: The Carrier in this zone will be the Escort Carrier “Ryujo” so as to limit the offensive capacity of the Japanese player and to represent the force sent to invade Port Moresby. *Optional Rule: Due to the restrictive play space of Spring '42, an idea to be considered is to make each of the Nimitz's air units take two hits to kill and that the Nimitz be allowed five hits.

Unit Placement for Spring '42 (2nd Edition)

Location Units

Sea Zone 51 USS Nimitz, 2 F-14D Fighters

Japan 2 Infantry, 1 AA Gun, 1 Fighter, 1 Tac Bomber

Okinawa 1 Infantry

Iwo Jima 1 Infantry

Kiangsu 2 Infantry, 1 Tac Bomber

The Philippines 1 Infantry, 1 AA Gun, 2 Tac Bombers

Formosa 1 Infantry

Sea Zone 60 2 Destroyers

Sea Zone 62 1 Carrier (1 Fighter &Tac Bomber), 1 Battleship

Sea Zone 61 1 Submarine

Sea Zone 48 1 Cruiser, 1 Transport

Sea Zone 59 1 Destroyer

Sea Zone 50 1 Carrier* (1 Fighter), 1 Cruiser, 2 Destroyers

Sea Zone 44 1 Submarine

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“FABRIC IN TIME" SCENARIO

The Fabric in Time scenario creates an alternative set of Victory Conditions that are time-based. To win this scenario the Nimitz must

(a) Cause 100 IPPs worth of damage to Japanese units and facilities in 12 turns and

(b) Exit the board through a worm hole in tact. Worm Hole: In order to exit the board, the player in control of the Nimitz must roll a die to scan for the wormhole’s corresponding weather patterns. This is done on a roll of 3 or better on a D6 system, or a 6 or better for a D12. If the role is successful, place down a token to represent the appearance of the wormhole within the sea zone the Nimitz started in.

Conditions: In order for the Wormhole to open, the USS Nimitz and f-14s must be the ONLY naval units in the sea zone at the time of the Nimitz player’s placement of the ship in that zone.

Turns: In this variant, each turn is a week’s representation and thus 12 weeks is equivalent to three months. Though February (game start) is a temperate month in the Pacific, storms are common but, by April’s end, the storms will be too erratic to keep accurate track of and, the Nimitz cannot hide in the past unknown forever, thus, the player must make it to the wormhole upon detecting it within the twelve turns or risk altering the fabric of time permantely.

Japanese Objectives: The Japanese objectives are simple, prevent the loss of the minimal IPPs required for Nimitz victory and sink the Nimitz itself. Alternatively, though the Japanese wouldn’t be aware of the wormhole per say, if they could stall the Nimitz for those 12 turns, you may also consider this a Japanese Victory.

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Japanese Production: In this variant, the Japanese do not simply lose by unit loss as, though there are no facilities, they can, produce a unit to replace a lost one, up to eight points worth a turn from the Japanese homeland. These replacement units represent naval units that were in reserve and, to this extent there are limits as shown in the table below.

Unit # of units available

Activation cost IPP Value

Battleship 12 4 points 20

Aircraft Carrier

6 3 points 14

Light Carrier (Ryujo)

6 2 points 12

Cruiser 14 1 point 12

Destroyer 20+ 1 point 8

Submarine 15+ 1 point 6

Transport N/A 1 point 7

Fighter (Zero) N/A 2 points 10

Ground Tac Bomber (Val)

N/A 2 points 11

Naval Tac Bomber (Kate)

N/A 2 points 11

Infantry N/A 1 point per two units

3

AA Gun N/A 3 points 6

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Changes to the Nimitz: In terms of the Nimitz, it and the two

F-14Ds units aboard the carrier, there are a few changes that must be made to this game to balance the game. Thus, for both Nimitz and the fighters, make the following changes;

The Nimitz is still prone to the damage de-buffs that each point of damage deals to it, but instead of only four hits, it can now take five hits before the Nimitz is destroyed.

The two F-14D fighter units now can take two hits to be eliminated and, so long as the carrier has taken no more than two hits, the Nimitz’s facilities can repair any damaged fighter units that make it back to the carrier. Repairs take one turn.

The Nimitz has ship to ship missiles that may attack other targets giving the carrier attack value. They hit on a 3 or less on a D6 system and a 6 or less on a D12 system.