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Sequence of Play: Operation Sutton Event Reconnaissance - San Carlos Display Deployment (p.23)
Sequence of Play: Operation Sutton Event Reconnaissance - San Carlos Display Deployment (p.23)
- Weather: 2D6
- Event
- Reinforcemets
- Task Force Display Placement (In the center: Carriers, Troop ships, Fleet Support, Landing
Craft)
- CAP Placement (max. 2 Harriers per zone, only Harriers from the same Carrier in one
zone, only in zones with surface vessels)
- Surface Group Readiness: Roll for each group off board. If 1 then to Ready for War.
- British Search roll: Roll for each British submarine in contested box. If 1 place a British
and Argentine submarine in Combat box.
Coastal 1d6
Search 1d8
Exclusion 1d10
- British Attack roll: Roll 1d6 / attacking sub (attacking is not mandatory):
1: Submarine is destroyed
2-6: Check Naval Attack Resolution Chart
Rotate British subs that attacked and place them back in the Patrol box.
If any Argentine submarine is destroyed and no British vessels loss until now,
check political impact p. 34
-Argentine Search roll: Roll for each Argentine submarine in contested box. If 1 place a
British and Argentine submarine in Combat box.
Coastal 1d8
Search 1d10
Exclusion 1d12
1: check p. 34 bottom
2-10: Place British subs rotated in patrol box
- Submarine Search roll: Roll for each British unrotated submarine in contested box. If 1
place a British Sub and Argentine Group in Combat box.
Coastal 1d4
Search 1d6
Exclusion 1d8
If no British or Argentine Vessels have been sunk yet, check p 30 before combat.
1: Group is destroyed
2-4: Check Naval Attack Resolution Chart
If any Argentine Group is destroyed and no British vessels loss until now,
check political impact p. 34
-Argentine Search roll: Roll for each Group in contested box. If 1 place a British Sub
in Combat box.
Coastal 1d6
Search 1d8
Exclusion 1d10
-Argentine Attack roll: Each Task Group in the box can now attack a detected sub:
79.4 : 1d12
79.3 : 1d10
79.1 : 1d8
All Groups in the contested Naval box are placed off board. (only if
fighting occurred)
- Argentine Navy vs. Task Force
-Argentine vs. British fleet detection: Roll for each Argentine Sub and Group. If 1, to
Combat Display. (Enhanced/Degraded p. 33)
Roll for each British vessel in Task Force Defense zone 1d6 to detect each
Argentine unit
1-2: Task Group goes off board/ Sub goes Ready for War
If unit is not detected, roll 1d12 and place it in that Task Force Zone. If this
zone contains no British unit or the Result is 1, place it in Zone 12.
The Carrier Group always attacks 12.
-Argentine Attack rolls: For each submarine randomly select a vessel and roll 1d6.
For Patrol and Battle Groups, roll 1d6 for each British vessel in the zone.
For Carrier Groups: Air attack by four Skyhawks in zone 12. Surface –Air
and Air-Surface combat will occur
- British Attack rolls: Each British vessel now attacks one target:
Surfac Sub
e
If any vessel on either side has been hit, all fighting task groups still alive go off board,
Argentine subs to ready for War. If no hits on either side, check Naval Attack Resolution
Chart.
- Scramble, Surveillance and early Warning
-Scramble roll: 1d10 : if modified roll is equal or greater than Air Alert Assessment number
on card, then the Argentine stand down. Otherwise they attack.
-Airbase Tasking roll: Determine the airbase that will launch the raid with 1d10.
1-2: Raid is detected. Scramble Harriers after Squadron Attack roll and
Argentine Air Targeting roll.
3-6 not detected by Nimrod, but if SAS at the right base:scramble Harriers
after Squadron Attack roll but before Air Targeting roll.
3-6: not detected by Nimrod, and SAS not at the right base: If International
Opinion at 9or10, scramble Harriers before Squadron Attack roll and
Air Targeting roll (without any information). If International Opinion
below 9, then no Harrier Scramble!
Squadron attack roll: If raid not from Rio Grande, roll 1d10:
# of No
Plane Embargo Embargo
s
1 1-2 1
2 3-5 2-4
3 6-9 5-7
4 10 8-10
If the raid launches from Rio Grande always 2 planes, one with Exocet. Reduce
Exocet marker.
Air Targeting roll: 2d6 determine the target zone (place the Air alert marker there). If
10 and no vessel in there, reroll.
If target zone empty and not 10, place Handbreak marker in Task
Force zone. If Air alert Handbreak, then no surface to Air Combat
this Turn.
-Scramble Harriers: max. two/zone, from the same carrier, only where surface vessels.
-Air to Air combat
-British Target Lock: Roll for each attacking aircraft and place the appropriate Target Lock
Marker
Canberra 1d4
Skyhawk 1d6
Étendard 1d8
Dagger 1d8
Mirage 1d10
-British Attack: Each Harrier now rolls one die, also using the table above ( i.e. if Canberras
attacks, the British use a d4). If International Opinion 3 or more,
each Harier rolls 2 dice. Flight Leader always use 2 dice.
Each die that matches a Target Lock marker destroys all the
appropriate planes (flip them).
If Harriers are from the same flight, the destroyed planes are
removed and placed on their base.
-Argentine Target Lock: Roll 1d12 for each Harrier and place the appropriate Target Lock
Marker.
Each die that matches a Target Lock marker destroys all the
appropriate Harriers
- Radar lock: Choose a vessel in the target zone. Roll 1d10. If equal or lower than Radar
Lock number, then the enemy is detected and every vessel in the zone can
fire.
T22/ T21 3
RTH 4
T42 6
INV 7
-Target lock: Choose one or more vessels to fire. Each vessel can only fire once per raid.
Roll a die for each attacking aircraft depending wich ship fires. If different die
types would be appropriate, take only the lowest one. Place the appropriate
Target lock marker with the aircraft.
Ship type 30 20 10 1
miles miles miles mile
If any attackers left, change range marker and start next combat round, or go to Air to surface combat
if Range is 1 mile.
-Air to Surface Combat
Randomly determine the target (cup). If no other target left, all remaining Argentine aircraft
will attack this vessel. Otherwise only one aircraft will attack. Roll a die:
Canberra 1d12
Dagger 1d10
Mirage 1d10
Skyhawk 1d8
A result of 1 destroys the vessel. Check p. 34 for impact of losses. After the attack, aircraft go
back to base. If other aircraft left, do another attack.
If the carrier survived during the 30 mile range, place the aircraft base in the base and place
the Exocet marker instead in the 30 mile zone. Do a radar lock roll with a vessel in the target
zone, but the Radar Lock number of the vessels is modified by -2.
Decrease the Exocets Range Marker, until it is detected or closer than 1 mile. Randomly
determine a target. Roll 1d6.
Detected at Hits on
30 miles 1-2
20 miles 1-2
10 miles 1-3
1 mile 1-4
-Small arms fire: Roll die depending on days of Operation Sutton for each aircraft:
-British attack: Each warship can attack an aircraft in its own or an adjacent space. No Radar
Lock needed. Roll a die:
T22 1d4
T21/RTH/LDR/CTY 1d6
Canberra 1d10
Dagger 1d8
Mirage 1d8
Skyhawk 1d6
-San Carlos Landing: Place ground troops from transports to the adjacent landing zone (p.25).
Place Argentine units in a cup. Draw 2 randomly and place them on the zone
determined by 1d10.
If space occupied by a british unit: counterattack. Place Argentine unit
underneath.
If space occupied by Argentine unitplace it in the nearest empty zone. If two
empty zones are equal distance, take the higher. If no empty zone,
then nearest British, if two equal distance, take the higher.
-Ground Combat: Roll the die indicated on the unit. Highest result wins. If tie, British win in
the counterattack, Argentine win the Opposed Landing.
Loser removes a marker from its combat display (i.e. Dug In / Naval Gunfire
Support).
If no maker left, rotate counter 90˚ counter-clockwise. If once completely
rotated, the unit is destroyed. Remove it from the game.
The winner goes back to Landing Box, keeping its condition from the fight.
End of turn
- If any Argentine submarine is destroyed this turn, all Argentine Task Groups go off board
and all remaining Argentine subs go to Ready for War.
-Harrier refitting.