Airships: Lady on the Run
By Ernie Wheeler
March 2012
The designer
of Great
War at Sea: Airships provides
this new scenario featuring a clash between
Britain and America in the Mediterranean.
Airships Scenario 6
Lady on the Run
July 1921
Relations had been strained between Britain
and the United States since the American
refusal to scale back their capital ship
building program of 1916. The British rightly
considered that this program could only be
directed against themselves or their ally,
Japan. Strained relations became frosty when
Britain unilaterally declared a moratorium
on the repayment of war debts, a necessary
step if the Royal Navy was not to be drastically
reduced in size. To enforce payment, the
president of the United States dramatically
and unexpectedly declared war, an act which
was ratified by the Senate in an emergency
session held the same day. One navy was caught
with some of its newest units badly out of
position.
The United States Navy had recently taken
delivery of U.S.S. Lexington, a fast and
powerful but under-armoured battlecruiser
constructed under the 1916 program. This
ship, with a small escort of equally new
and fast light ships, had been sent on a
cruise of the Mediterranean to impress smaller
European states with the growing power of
America and, not coincidentally, to attract
orders for American shipyards. The squadron
had reached Constantinople the day war was
declared. Woefully short of fast scouting
assets for the battle fleet, the USN wanted
these ships back on the east coast as soon
as possible.
The Royal Navy had concentrated its newest
and best units in the North Atlantic in anticipation
of trouble with America. The Mediterranean
Fleet consisted of obsolescent ships which,
but for the American challenge, would have
been scrapped by 1920. H.M.S. Tiger had been
detached to shadow the American battlecruiser,
but was not fast enough to catch her. When
war was declared, a newer and faster battlecruiser
was sent to the Med to deal with U.S.S. Lexington.
Note: This scenario uses the map from Mediterranean and pieces from Sea
of Troubles, Plan
Gold,
Zeppelins and Jutland. Use fleet counters
from Sea
of Troubles.
Timeframe: 84 Turns
Starting
Weather: 1 (Clear)
Central Powers (British) Forces
Valetta (Z30)
Land-based aircraft:
2 x Snp (ST)
2 x Fox (ST)
The Mediterranean Fleet:
BC01 Indomitable (J)
BC02 Inflexible (J)
B01 Lord Nelson (J)
B02 Agamemnon (J)
AC01 Minotaur (J)
AC02 Shannon (J)
CVS05 Pegasus (J)
2 x S320 (J)
DL01 Swift (J)
12 x DD Admiralty (J)
Suda Bay (BB47)
Shadow
Force:
BC09 Tiger (J)
4 x DD Admiralty (J)
Straits of Gibralter (Z1)
Reaction
Force (Arrives Turn 30):
BC17 Rodney (J)
CL64 Emerald (ST)
CL65 Enterprise (ST)
DL08 Wallace (J)
4 x DD W (J)
Airships
At Valetta
(Z30)
SR-1 (Z)
At Barcelona (N10)
Reaction Force (Arrives Turn 14):
R36, R37 (Z)
Submarines
Within 12 Sea Zones of Valetta (Z30)
Flotilla 1: 3 x submarines
Allied Powers (American) Forces
Constantinople (O56)
BC01 Lexington ’16 (PG)
CL04 Omaha (ST)
CL05 Milwaukee (ST)
4 x DD Clemson (ST)
1 x Oiler
Any French Port
1 x Oiler
Any Italian Port
1 x Oiler
Airships
La Spezia (H22) (see Special Rule 4)
Roma
Toulon (J16) (see Special Rule 5)
Dixmude
Special Rules
The scenario is played under Mediterranean rules
as modified by the Zeppelins and Airships rules,
the Plan
Gold rules for aircraft and submarines
and the following special rules:
1. Each ship of the British Reaction Force
has refueled at Gibralter. Three fuel points
(not boxes) have been consumed when the force
arrives in sea zone Z1. The airships of the
Reaction Force are fully fueled in Barcelona.
British forces may use British and Egyptian
ports for refuelling. British forces may
exit the west map edge to refuel at Gibraltar
(three sea zones off the map) and return
to play, re-entering the map at sea zone
Z1. The British player may use dummy counters
in accordance with Airships Rule 3.
2. American fleets may be given Raid missions.
American oilers may be given Supply Missions
(as set out in the Great
War at Sea special
rules of Cone
of Fire).
3. Nearly Neutral 1: Spain is neutral, but
many senior Spanish officers remember the
humiliation they suffered at the hands of
America 24 years earlier. Britain has been
allowed to fly two airships across Spain
and to refuel them at Barcelona. British
ships and airships may refuel in Spanish
ports.
4. Nearly Neutral 2: Italy is neutral, but
has warm relations with the United States
and wishes the British would leave Mare Nostrum
to Italy. Italy has also just sold the airship
Roma to the United States Army. Italy permits
an American crew to take Roma on test flights
between Italian ports or out to sea and Italy
will refuel Roma. Italy rejects British protests
and maintains that Roma remains Italian property,
pending American acceptance of delivery.
American ships may refuel in Italian ports.
5. Nearly Neutral 3: France is neutral.
However, in view of hostilities between Britain
and America, the French government has decided
that, as a service to mariners, the new French
airship Dixmude will broadcast intelligence
of any belligerant ships (British or American)
which it observes. The American player may
decide the turn on which Dixmude departs
Toulon. On that turn and each of the eight
subsequent turns, the British player rolls
one die. On a roll of “6,” the
British player may move Dixmude that turn.
On any other result, the American player
may move Dixmude that turn. Dixmude may not
attack anything. Neither American nor British
forces may attack Dixmude. On the 10th and
subsequent turns in the air, the American
player must move Dixmude back to Toulon by
the most direct route possible. After refuelling,
Dixmude may sortie again under the same procedure.
6. American and British ships may enter
neutral ports, but must leave by the sixth
turn in the port; e.g., if a ship enters
Cartagena on turn 29, the ship must exit
by turn 34 at the latest. Except as specified
above, ships and airships may not refuel
in neutral ports. Fleet counters are placed
on the map when a neutral port is entered
and the composition of the fleet must be
revealed to the other player. A ship which
fails to exit a neutral port by the sixth
turn is interned there (the owning player
may no longer move the ship).
7. American ships may use the Merchant Location
Table to attack British merchant ships on
the major sea lane which runs from Port Said
to Alexandria to Valetta to sea zone Y1,
or on the minor sea lane that runs from Port
Said to Cyprus. Each merchant ship sunk scores
1 victory point.
Victory Points
Victory Points are scored as outlined in
the Sea
of Troubles rules. In addition, the
Allied player scores the Victory Point value
of any ship that exits the western map edge
(sea zones Y1, Z1 or AA1) by the end of the
scenario, and either player scores one-half
the victory point value of any enemy ship
that is interned in a neutral port or that
ends the scenario at sea with insufficient
fuel to reach a port at which it could refuel.
The player with the most victory points
wins. In the event of a tie, the Allied player
wins.
Designer’s Notes
The French airship Dixmude was not actually
available for operations in July 1921. However,
had the French assured the Zeppelin works
of future orders, Dixmude likely could have
been available by that date. The French neutrality
rule gives the American player the benefit
of an additional airship for scouting purposes.
Of course, the French will be a little whimsical
in their pro-American neutrality.
The American player can win on points without
exiting Lexington off the western map edge,
but his or her next command will be a naval
reserve station in Alaska. The Atlantic Fleet
really needs these ships.
It is strongly recommended that any tactical
battle be resolved using the Dreadnoughts rules. The Excess Damage rule set out in
GWAS rule 8.3 is not nearly terrifying enough
for the captain of a battlecruiser with a
pre-Jutland armour scheme.
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