(See the Author’s Apologia at the end of the rule) 11.21.B Sub Base Order of Battle. Although the order to “Execute unrestricted… submarine warfare against Japan” was transmitted only six hours after the attack on Pearl Harbor, it took considerably longer for the submarine force to generate results significant enough to be reflected in EOTS. Until Turn 6 only one Sub Base is available to the Allies, but the capability of that Sub Base is periodically upgraded. Either campaign game is started with the Wilkes Sub Base as shown in the Scenario Table below. During the Turn 4 Reinforcement Segment the Wilkes Sub Base is replaced in situ (in the same hex or on the TRT as the case may be) by the arriving Lockwood Sub Base. During the Turn 6 Reinforcement Segment, the Lockwood Sub Base is replaced in situ by the Fife Sub Base. The new Turn 6 Lockwood Sub Base is then placed as a newly arriving reinforcement. When a Sub Base is replaced in situ on the map, it does conduct submarine warfare (11.22.A) in the current turn Strategic Warfare Segment. If the Sub Base is replaced in situ on the TRT (usually due to combat loss during the preceding turn), then it may not conduct submarine warfare. The Lockwood Sub Base that arrives as a new unit (vice replacement) during Turn 6 may not conduct submarine warfare until Turn 7.
Scenario Starting Position
Unit Designation
1941
1942
1943
1944
Wilkes
2813
2813
Replaced
Replaced
Lockwood (4)
4
4
3727
Replaced
Fife
6
6
6
4024
Lockwood (6)
6
6
6
5108
SWM Marker
+2
+2
+1
0
11.21.C Placing and Relocating Sub Bases: Except as specified in a scenario set-up, when a Sub Base is placed or relocated on the map it must be placed in either a in-supply friendly port or friendly airfield in a coastal hex (including single hex islands and atolls). It may not be placed inside an unneutralized Japanese ZoI even if it is in supply in such a hex. Additionally the space must be within half (FRU) the HQ activation range of an American HQ unit. Each Sub Base must be within half the HQ activation range of a different American HQ. A Sub Base may be picked up and relocated during an offensive by using two activations to do so. The Sub Base must be activated in the same manner as any other unit except that it requires two of the available activations. A Sub Base is considered a U.S. Naval unit for purposes of ISR and Event Card activation restrictions. Once activated it is not moved hex to hex, but rather picked up and placed in any desired hex that meets all the conditions listed above. It may be placed within half of the activation range of a different HQ than the one that activated it for relocation as long each Sub Base remains within half the activation range of a different American HQ. Only one Sub Base may be placed in any given hex; otherwise a Sub Base does not count for stacking in any hex. 11.21.D Japanese Attacks on Sub Bases: The Japanese may attack Sub Bases in an effort to suppress Submarine Warfare. A Sub Base may be attacked during Air-Naval Combat at the Japanese Player’s option if it is in a declared Battle Hex. A Sub Base is considered a counter and therefore is sufficient, by itself, to be designated a Battle Hex. A Sub Base does not contribute any factors to Air-Naval Combat. (It has an * on the counter to denote that fact.) It requires 15 hits to displace a Sub Base, but it is considered a single sided counter. Therefore, if the Japanese player chooses to apply hits to a Sub Base, he must first reduce (flip) all other air and naval units participating in the combat. A Sub Base may be ignored by the Japanese Player when applying hits if he chooses. A Sub Base may be selected as the target of a Critical Hit. If the Sub Base receives at least 15 hits, it is removed from the map and placed on the Turn Record Track to return in the next Reinforcement Phase. If, at the completion of a ground combat segment, a Sub Base is occupied by a Japanese ground unit, the Sub Base is removed from the map and placed on the Turn Record Track to return in the next Reinforcement Phase. It does not execute an Emergency Naval Move in this case. A Sub Base is considered a U.S. Naval unit for purposes of 7.45B which requires amphibious assault forces to be escorted when attacking its hex. 11.21.E Emergency Sub Base Move: If during the Political phase (through National Surrender) or at the conclusion of an offensive, the Japanese gain control of a hex containing a Sub Base, the Sub Base must make an emergency move. The Allied player may choose to voluntarily place the Sub Base on the TRT. Otherwise the Sub Base is placed with 10 hexes of its current position and subject to all the restrictions of 11.21.C. If the Sub Base cannot be placed subject to those restrictions, it must be placed on the TRT. Subject to the restrictions of this rule, the Wilkes Sub Base may conduct an Emergency Sub Base Move along with the Emergency Naval Move of other Allied naval units at the completion of the IAI Offensive during the 1941 start (17.11) or the beginning of the 1942 start per the 17.25 Special Rule. Clarification: If the Sub Base is occupied by a Japanese ground unit as described in 11.21.D, then the Sub Base is placed on the TRT before the conclusion of the offensive and this rule does not apply. The verbiage above is intended to handled unforeseen situations. 11.22.A Conducting Submarine Warfare. During the Strategic Warfare Segment, a Sub Base may conduct submarine warfare if:
it is in supply,
eligible to be activated by an American HQ
it is within half the activation range of a unique American HQ, and
it (or its predecessor unit) was on the map at the beginning of the Reinforcement Segment of the current turn.
To determine if Submarine Warfare is successful, for each Sub Base the Allied Player rolls a die and algebraically adds the Submarine Warfare Modifier (SWM) (11.22.B). From that sum he subtracts the Sea Lines of Communications Proximity Value (SLOC PV) (11.22.C) for that Sub Base. If the result is less than or equal to zero, then that Sub Base successfully conducted submarine warfare and the results are applied per 11.23. (Equation: (DR +/- SWM) – SLOC PV <= 0 successful submarine attack) 11.22.B Determining the Submarine Warfare Modifier (SWM). The SWM is determined by algebraically summing all of the following factors which apply:
+2: If the year is 1942 (reflected in the Scenario Table above)
+1: If the year is 1943 (reflected in the Scenario Table above)
+0: If the year is 1944/1945 (reflected in the Scenario Table above)
+2: If the Japanese have played the Event “First Convoy Escort Fleet” (Card #37)
+2: If the Japanese have played the Event “Grand Escort Command” (Card #38)
-2: For each Allied play of the Event “New Submarine Doctrine” (Card #80)
(See 11.24.Efor the modification of this important card.)
-1: For each previous Allied success during Submarine Warfare when the Allied
player chose to reduce the SWM vice reduce the Japanese ASPs (11.23)
The SWM may be negative, but it may not be less than -5.* We recommend recording changes to the SWM as they occur on the Strategic Record Track by using the Japanese Escort marker (ignore the +2 on the counter) when the SWM is positive and the US Sub marker (ignore the “no escort” reminder) when the SWM is zero or negative. When using this variant these markers have no other use. 11.22.C Determining the Sea Lines of Communications Proximity Value (SLOC PV). The SLOC PV is determined by counting:
All Japanese home island port hexes within the SLOC Proximity Range of the Sub Base
Pusan (3306) if within the SLOC Proximity Range of the Sub Base
all Japanese controlled resources hexes within the SLOC Proximity Range of the Sub Base
each Japanese HQ within the SLOC Proximity Range of the Sub Base (count the HQ in addition to the space even if the space has already been counted for one of the previous conditions.)
Divide the final count by five (5) and round to the nearest integer. The result is the SLOC PV for that Sub Base. 11.23 Effects of Successful Submarine Warfare. The Japanese player’s draw of Strategy Cards is reduced by one card for EACH Sub Base that successfully conducts Submarine Warfare during that game turn. Per 11.4, the Japanese hand cannot be reduced to fewer than four cards during the Strategy Card Draw phase regardless of how successful submarine warfare and B-29 bombing are. If submarine warfare is successful, in addition to reducing the size of the Japanese hand, the Allied Player may also choose to either reduce the available Japanese ASP level by one or to reduce the SWM (11.22.B) by one to represent both improving doctrine and the attrition of the available escorts. Only one 1 ASP may be lost per turn and only one adjustment of the SWM may be made per turn due to these effects. If both Sub Bases successfully conduct submarine warfare, then both an ASP may be lost and an SWM adjustment may be made. The Japanese may not lose their last ASP in this manner; the SWM may not be reduced below -5 in this manner. 11.24 Strategy Card modifications. Five Allied Strategy Cards are modified for use with this variant: 11.24.A: Allied # 5: Operation Matador: This card is modified to have two possible (but mutually exclusive) events. The Operation Matador Reaction Event may continued to be played as written. Alternatively the card may be played as a Reaction Event titled “Cryptographic Intercepts: Submarines Target Troop Transports”. The alternate event reads: “Play during an offensive before the beginning of the combat phase, or at the conclusion of the Offensive if no battle hexes were declared. Select a Sub Base that has not been relocated during the current strategy card phase that is within the SLOC Proximity Range of at least one Japanese HQ. If none is available, then this event may not be played. On a die roll of:
0
Reduce the Japanese Divisions in China by 2
1 - 2
Reduce the Japanese Divisions in China by 1
3 - 9
No Effect
Note: Neither of the last two divisions in China may be removed in this fashion