Navy
Leaders in Third Reich,
Great Pacific War and Second World War
By Cory Wagner
April 2013
A few years ago, William Sariego gave us
variant rules for Army
Leaders in Third Reich.
This article adds Navy Leaders for use in
Third Reich, Great Pacific War and Second
World War.
Only Britain, Italy, Japan and the United
States have Navy Leaders. Some Navy Leaders
may begin play on the board, and others may
be purchased from the force pool and placed
on the board during Production Phases (3.13).
There are numerical limits on how many Navy
Leaders each nation can have on the board
at the same time (any number can be in the
force pool). Each Navy Leader has two Skill
Ratings that increase the number of dice
rolled in combat by the unit he is assigned
to.
All
Navy Leader counters are downloadable here. Order of Appearance
Each Navy Leader goes into the force pool
of his owning nation at the beginning of
the Production Segment of the turn listed
for him below (3.11). If a scenario begins
on or after the listed turn, the Navy Leader
begins the game as part of the owning player’s
at-start forces (not in the force pool) and
can be assigned to any naval unit the owning
player desires (see Unit Assignment below):
BRITAIN
Cunningham: Summer 39
Somerville: Summer 40
Vian: Summer 41
Phillips: Winter 41
Crutchley: Summer 42
ITALY
Campioni: Winter 40
Iachino: Spring 41
JAPAN
Nagumo: Fall 39
Yamamoto: Fall 39
Ozawa: Fall 40
Takagi: Fall 41
Mikawa: Summer 42
Kurita: Summer 42
Koga: Spring 43
UNITED STATES
Halsey: Summer 40
Fletcher: Fall 41
Spruance: Summer 42
Kinkaid: Fall 42
Lee: Fall 42
Barbey: Spring 43
Unit Assignment
Each Navy Leader must be assigned to a specific
SURF or CV unit of his own nationality, and
is considered part of that unit for all purposes
(he moves with it and participates in combat
with it). When a Navy Leader is purchased
during play or placed on the board at the
start of the game, the owning player must
immediately assign him to an individual naval
unit by stacking him on top of it. Keep that
naval unit and the Navy Leader piece assigned
to it separate from other naval units for
tracking purposes.
Each Navy Leader can be
reassigned to a different naval unit during
the Operations Segment if desired (3.7),
in any impulse when the unit the Navy Leader
is currently assigned to and the new unit
the Navy Leader wishes to be reassigned
to both activate (4.3). Both units must occupy
the same hex at some point during the same
impulse for the transfer to take place.
No more than one Navy Leader can be assigned
to the same naval unit at the same time.
Navy Leaders may not be assigned to SUB,
LC or Fleet Train units. Skill Ratings and Combat
Each Navy Leader has two numerical values.
The number at the lower left is his Surface
Combat Skill, and the number on the lower
right is his Carrier Combat Skill.
Each time a SURF unit to which a Navy Leader
is assigned rolls dice in any kind of combat,
it rolls an additional number of dice equal
to the Surface Combat Skill rating of the
assigned Leader. Each time a CV unit to which
a Navy Leader is assigned rolls dice in any
kind of combat, it rolls an additional number
of dice equal to the Carrier Combat Skill
of the assigned leader.
Example: Admiral Halsey has a Carrier Combat
Skill rating of 2. If he is assigned to a
United States 4 CV unit, then when that unit
participates in Sea Control Combat it rolls
4 + 2 = 6 dice in the Naval Air Battle Phase.
It also rolls 4 + 2 = 6 dice in the Naval
Combat Phase, minus one die per hit it took
in the Naval Air battle phase (see 6.31).
If a Navy Leader’s Surface Combat
Skill is zero and he is assigned to a SURF
unit, he adds no dice in combat. If a Navy
Leader’s Carrier Combat Skill is zero
and he is assigned to a CV unit, he adds
no dice in combat. If a Navy Leader’s
Surface Combat Skill number exceeds the number
of SURF factors in the naval unit he is assigned
to, he can only add a number of dice equal
to the SURF factors of the unit. The same
applies to Carrier Combat Skill and CV units.
So for example, if Admiral Halsey is assigned
to a 1 CV unit, the unit rolls 1 + 1 = 2
dice in combat. If Admiral Ozawa is assigned
to a 9 SURF unit, it just rolls nine dice
since Ozawa has a Surface Combat Skill of
zero.
Purchasing Navy Leaders
Navy Leaders are purchased with BRPs, just
like units (15.0). During each Production
Segment (3.13), each player may purchase
Navy Leaders who are in his force pool and/or
may remove Navy Leaders from the board and
put them back in his force pool as desired.
The BRP cost to purchase a Navy Leader is
equal to his Surface Combat Skill plus double
his Carrier Combat Skill. So for example,
the cost to purchase Admiral Yamamoto (Surface
Combat Skill of 1 and Carrier Combat Skill
of 2) is 1 + (2 x 2) = 5 BRPs. If no friendly
SURF or CV units are on the board, the owning
player must purchase a SURF or CV unit for
each Navy Leader purchased (Navy Leaders
cannot be purchased if there are no naval
units to which they may be assigned). If
all friendly SURF and CV units on the board
are eliminated, all on-board Navy Leaders
who are not killed or captured (see below)
must be placed in the Force Pool (they can
be purchased again later).
Navy Leader Limits
The maximum number of Navy Leaders which
each eligible nation may have on the board
at the same time is as follows:
Italy: 1
Britain: 2
United States: 3
Japan: 3
Any number of Navy Leaders may be in the
force pool at the same time.
Navy Leader Restrictions
Navy Leaders cannot
be assigned to SUB, LC or Fleet Train units.
No more than one Navy Leader can be assigned
to the same naval unit at the same time.
No more than one friendly Navy Leader may
occupy the same sea zone during each Sea
Control and Raiding Segment (3.5). Navy Leader Losses
If a Navy Leader’s assigned naval
unit is eliminated in combat or withdraws
from Sea Control combat at the end of a round
(6.31), the owning player must immediately
roll two dice for that Navy Leader. He then
consults the applicable Navy Leader Loss
Table below to see if the Navy Leader rolled
for is killed, captured or relieved of command.
British and U.S. Navy Leader Loss Table
Roll |
Result |
2 |
Navy Leader Killed or Captured |
3–4 |
Navy Leader Relieved of Command |
5–12 |
No Effect |
Japanese and Italian Navy Leader Loss Table
Roll |
Result |
2 |
Navy Leader Killed or Captured |
3–6 |
Navy Leader Relieved of Command |
7–12 |
No Effect |
Subtract one from
the dieroll if the Navy Leader’s assigned unit was eliminated
in combat.
If a leader is killed or captured
he is permanently removed from play. If
a leader is relieved of command, the owning
player places him in the force pool and
can purchase him again later if desired.
If the result is No Effect but the Navy Leader’s
assigned unit was destroyed, place him
with any friendly SURF or CV unit that is
in the same sea zone at that time (it can
be at sea or in port per rule 6.1). He is
automatically reassigned to that unit. If
there is no such unit, place him in the Force
Pool instead (he can be purchased again later).
Order Great
Pacific War right here |