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OPERATION RAINBOW

Scenario 1: Contact, December 31, 1942 Set up: Ships set up as shown on the map.
The Wehrmacht is stalled at the gates of Moscow and Hitler
has called on the Kreigsmarine to smash the Murmansk Special Rules:
convoys to strangle the Soviet Union. Admiral Kummetz sets Snow Squalls – Ships shooting into, out of or through a
sail from Norway with a powerful fleet with plans to destroy Snow Squall suffers a -1 to the hit dice.
convoy JW 51B on its way to Murmansk from Great Britain. Bad Weather – Due to swirling snow squalls and
The KMS Hipper will attack from the north to draw off the deteriorating weather, splash markers are not used.
escorts while KMS Lützow moves to approach from the south
and sink the hapless merchant ships. Torpedo Fear – Whenever the Admiral Hipper is fired at by
a torpedo it must check its morale during the morale phase
Forces: even if the torpedo missed.
British
HMS Achates, HMS Onslow, HMS Obdurate, HMS Merchant Ships – The merchants may only move directly
Obedient, HMS Orwell and two merchant ships forward.

German Game Length: The game ends when either both merchants
KMS Admiral Hipper, Z4, Z16, Z-29 are sunk -or- the Hipper ends any turn with failed morale -
or- all of the German ships have left the table. (A ship that is
7 or more spaces from both merchant ships automatically
Victory: The side with the most accumulated victory points leaves the game. A ship can also exit the map off of any
from scenarios 1 & 2 wins. edge.)

German VPs: British VPs: Mini-campaign rules:


5 VPs per merchant sunk 10 VP if Hipper is sunk If playing this as part of the mini-campaign then all damage
2 VPs per British DD sunk 3 VP per German DD sunk incurred in this scenario carries over to scenario 2. In
3VP is the Hipper survives but has at between scenarios you may roll 2d6 per non-hull damage
least 3 damage markers. marker, on a 10+ it is repaired. No Captain Points may be
used. Any expended torpedoes remain expended.

Onslow Merchant Merchant

Obedient Achates Obdurate


& Orwell

Snow
Squalls

Hipper Z4 & Z29 Z16


OPERATION RAINBOW
Scenario 2: One More Try Set up: Ships set up as shown on the map. The British
Admiral Kummetz’s plan was working. The British destroyers player may place any surviving DDs in the spaces indicated.
had moved to fight the Hipper leaving the convoy The following ships enter as listed below:
unprotected. Captain Stange commanding the Lützow had • HMS Sheffield enters on turn 1 at location 1.
an opening to attack but declined claiming limited visibility. • HMS Jamaica enters on turn 2 at location 1.
Instead he moved around the convoy to link up with Hipper. • KMS Lützow enters on turn 2 at location 2.
Kummetz was not so irresolute and turned to reengage the • Z30 & Z31 enters on turn 3 at location 2.
convoy. Little did he know that the cruisers of Force R were • Z6 enters on turn 4 at location 2.
about to appear behind him.
Special Rules:
Forces:
Snow Squalls – Ships shooting into, out of or through a
British
Snow Squall suffers a -1 to the hit dice.
HMS Achates, HMS Onslow, HMS Obdurate, HMS
Obedient, HMS Orwell, HMS Jamaica, HMS Sheffield and Bad Weather – Due to swirling snow squalls and
two merchants deteriorating weather, splash markers are not used.

German Torpedo Fear – Whenever the Admiral Hipper or Lützow is


KMS Admiral Hipper, Z4, Z16, Z-29 fired at by a torpedo it must check its morale during the
KMS Lützow, Z6, Z30, Z31 morale phase even if the torpedo missed.

Merchant Ships – The merchants may only move directly


Victory: The side with the most accumulated victory points
forward.
from scenarios 1 &2 wins.
British VPs:
German VPs: Game Length: The game ends when either both merchants
5 VPs per merchant sunk 10 VP if Hipper is sunk
are sunk -or- either the Hipper or Lützow have spent two
2 VPs per British DD sunk 10 VP if Lützow is sunk
3 VP per German DD sunk
consecutive turns with failed morale -or- all of the German
3 VPs per British CL sunk
3VP per German capitol ship that ships have left the table. (A ship that is 7 or more spaces
survives the scenario but has at least 3 from both merchant ships automatically leaves the game. A
damage markers. ship can also exit the map off of any edge.)

British
DD 1

Merchant British
DD

British Hipper Z4 & Z29 Z16


DD

Merchant 2 British
DDs

2
Snow
Squalls
SPEED 3/9 SHOOTING 8 HULL 11

ARMOR: The following damage cards penetrate the ship’s armor. TORPEDO 10
vs. BB/BC: All Spades, All Clubs, All Diamonds
vs. CA/CL: All Spades, All Clubs, Diamonds 2-7, K-A
vs. DD: Spades 2-9, J-A, Clubs 2-8, J-A, Diamonds J-A

DESTROYER FLOTILLA +1 TO SHOOTING, MORALE CHECK OR

COMMODORE 4 DAMAGE REPAIR FOR EACH COMMODORE


POINT ADDED TO THE DIE ROLL. MAX. OF
ONE POINT MAY BE USED PER SHOT.
POINTS

HMS ONSLOW HMS OBDURATE HMS OBEDIENT


Morale: Heroic Captain, Morale: 4 Morale: 4
Never fails morale

REPAIRABLE PERMANENT REPAIRABLE PERMANENT REPAIRABLE PERMANENT


DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE

Torpedoes Torpedoes Torpedoes

HMS ORWELL HMS ACHATES


Morale: 4 Morale: 4
4.7” Guns: Reroll shooting misses
when you roll doubles.

REPAIRABLE PERMANENT REPAIRABLE PERMANENT


DAMAGE DAMAGE DAMAGE DAMAGE

Torpedoes Torpedoes
SPEED 4 SHOOTING 7 HULL 16

ARMOR: The following damage cards penetrate the ship’s armor. TORPEDO 10
vs. BB/BC: All Spades, All Clubs, Diamonds 2-4, J-A Torpedoes
vs. CA/CL: All Spades, All Clubs, Diamonds K-A
vs. DD: Clubs 3-4, K-A, Spades 3-5, K-A

AVAILABLE
CAPTAIN
POINTS

MANUEVER SHOOTING DAMAGE MORALE


3 CAPTAIN +1 TO HIT FOR +1 TO ROLL +1 TO ROLL
POINTS TO EACH 2 FOR EACH FOR EACH
TURN AND CAPTAIN CAPTAIN CAPTAIN
MOVE SHIP POINTS POINT POINT

REPAIRABLE DAMAGE PERMANENT DAMAGE


REPAIRABLE DAMAGE

2, J, K, Q, ACE MAY BE 2 = MAGAZINE


REPAIRED ON A ROLL OF
3,4 = BRIDGE
10+. IF SUCCESSFUL
DISCARD THE DAMAGE. 5-10 = HULL
J = SPEED +2
IF FAILURE ON AN EVEN DIE
Q = SPEED +1
ROLL THE CARD MAY BE
REPAIRED ON A LATER K = SHOOTING +1
TURN. IF THE ROLL IS ODD A = SHOOTING +2
THE DAMAGE MOVES TO
PERMANENT DAMAGE.
SPEED 4 SHOOTING 7 HULL 16

ARMOR: The following damage cards penetrate the ship’s armor. TORPEDO 10
vs. BB/BC: All Spades, All Clubs, Diamonds 2-4, J-A Torpedoes
vs. CA/CL: All Spades, All Clubs, Diamonds K-A
vs. DD: Clubs 3-4, K-A, Spades 3-5, K-A

AVAILABLE
CAPTAIN
POINTS

MANUEVER SHOOTING DAMAGE MORALE


3 CAPTAIN +1 TO HIT FOR +1 TO ROLL +1 TO ROLL
POINTS TO EACH 2 FOR EACH FOR EACH
TURN AND CAPTAIN CAPTAIN CAPTAIN
MOVE SHIP POINTS POINT POINT

REPAIRABLE DAMAGE PERMANENT DAMAGE


REPAIRABLE DAMAGE

2, J, K, Q, ACE MAY BE 2 = MAGAZINE


REPAIRED ON A ROLL OF
3,4 = BRIDGE
10+. IF SUCCESSFUL
DISCARD THE DAMAGE. 5-10 = HULL
J = SPEED +2
IF FAILURE ON AN EVEN DIE
Q = SPEED +1
ROLL THE CARD MAY BE
REPAIRED ON A LATER K = SHOOTING +1
TURN. IF THE ROLL IS ODD A = SHOOTING +2
THE DAMAGE MOVES TO
PERMANENT DAMAGE.
SPEED 5 SHOOTING 5 HULL 23

ARMOR: The following damage cards penetrate the ship’s armor. TORPEDO 10
vs. BB/BC: All Spades, All Clubs, Diamonds 2-4, J-A Torpedoes:
vs. CA/CL: Diamonds 5-7, Clubs 5-6, J-A, Spades 2-8, J-A
vs. DD: Clubs K-A, Spades 3-4, Q-A

AVAILABLE
CAPTAIN
POINTS

MANUEVER SHOOTING DAMAGE MORALE


3 CAPTAIN +1 TO HIT FOR +1 TO ROLL +1 TO ROLL
POINTS TO EACH 2 FOR EACH FOR EACH
TURN AND CAPTAIN CAPTAIN CAPTAIN
MOVE SHIP POINTS POINT POINT

REPAIRABLE DAMAGE PERMANENT DAMAGE


REPAIRABLE DAMAGE

2, J, K, Q, ACE MAY BE 2 = MAGAZINE


REPAIRED ON A ROLL OF
3,4 = BRIDGE
10+. IF SUCCESSFUL
DISCARD THE DAMAGE. 5-10 = HULL
J = SPEED +2
IF FAILURE:
Q = SPEED +1
EVEN DIE ROLL THE CARD
MAY BE REPAIRED ON A K = SHOOTING +1
LATER TURN. A = SHOOTING +2
ODD DIE ROLL THE DAMAGE
MOVES TO PERMANENT
DAMAGE.
Z6 SHOOTING 8
SPEED 3/9 Z30 & Z31 SHOOTING 7
HULL 12

ARMOR: The following damage cards penetrate the ship’s armor. TORPEDO 10
vs. BB/BC: All Spades, All Clubs, All Diamonds
vs. CA/CL: All Spades, All Clubs, Diamonds 2-7, K-A
vs. DD: Spades 2-9, J-A, Clubs 2-8, J-A, Diamonds J-A

+1 TO SHOOTING, MORALE CHECK OR


DESTROYER FLOTILLA
COMMODORE 3 DAMAGE REPAIR FOR EACH COMMODORE
POINT ADDED TO THE DIE ROLL. MAX. OF
ONE POINT MAY BE USED PER SHOT.
POINTS

Z6 Z30 Z31
Morale: 5 Morale: 6 Morale: 6

REPAIRABLE PERMANENT REPAIRABLE PERMANENT REPAIRABLE PERMANENT


DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE

Torpedoes: Torpedoes: Torpedoes:


SPEED 4 SHOOTING 6 HULL 18

ARMOR: The following damage cards penetrate the ship’s armor. TORPEDO
10
vs. BB/BC: All Spades, All Clubs, Diamonds 2-4, J-A Torpedoes:
vs. CA/CL: All Spades, All Clubs, Diamonds A
vs. DD: Clubs 3-4, K-A, Spades 3-5, K-A

AVAILABLE
CAPTAIN
POINTS

MANUEVER SHOOTING DAMAGE MORALE


3 CAPTAIN +1 TO HIT FOR +1 TO ROLL +1 TO ROLL
POINTS TO EACH 2 FOR EACH FOR EACH
TURN AND CAPTAIN CAPTAIN CAPTAIN
MOVE SHIP POINTS POINT POINT

REPAIRABLE DAMAGE PERMANENT DAMAGE


REPAIRABLE DAMAGE

2, J, K, Q, ACE MAY BE 2 = MAGAZINE


REPAIRED ON A ROLL OF
3,4 = BRIDGE
10+. IF SUCCESSFUL
DISCARD THE DAMAGE. 5-10 = HULL
J = SPEED +2
IF FAILURE:
Q = SPEED +1
EVEN DIE ROLL THE CARD
MAY BE REPAIRED ON A K = SHOOTING +1
LATER TURN. A = SHOOTING +2
ODD DIE ROLL THE DAMAGE
MOVES TO PERMANENT
DAMAGE.
Z4 & Z16 SHOOTING 8
SPEED 3/9 Z29 SHOOTING 7
HULL 12

ARMOR: The following damage cards penetrate the ship’s armor. TORPEDO 10
vs. BB/BC: All Spades, All Clubs, All Diamonds
vs. CA/CL: All Spades, All Clubs, Diamonds 2-7, K-A
vs. DD: Spades 2-9, J-A, Clubs 2-8, J-A, Diamonds J-A

+1 TO SHOOTING, MORALE CHECK OR


DESTROYER FLOTILLA
COMMODORE 3 DAMAGE REPAIR FOR EACH COMMODORE
POINT ADDED TO THE DIE ROLL. MAX. OF
ONE POINT MAY BE USED PER SHOT.
POINTS

Z4 Z16 Z29
Morale: 5 Morale: 6 Morale: 6

REPAIRABLE PERMANENT REPAIRABLE PERMANENT REPAIRABLE PERMANENT


DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE

Torpedoes: Torpedoes: Torpedoes:

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