Mare Nostrum: War in the Mediterranean
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MARE NOSTRUM: War in the Mediterranean ContENTS 1.0 INTRODUCTION 2.0 COMPONENTS 3.0 SEQUENCE OF PLAY 4.0 ACTIONS 5.0 RANDOM EVENTS 6.0 AREA CONTROL 7.0 STACKING 8.0 LAND MOVEMENT 9.0 NAVAL MOVEMENT 10.0 AIR MOVEMENT 11.0 COMBINED ACTIONS 12.0 COMBAT 13.0 SUPPLY UNITS 14.0 REFIT 15.0 REINFORCEMENTS 16.0 MAJOR BASES 17.0 OFF-MAP BASE AREAS 18.0 FOG OF WAR 19.0 SPECIAL UNITS 20.0 SPECIAL FORCES 21.0 NEUTRALS OPTIONAL rulES NOTE: To remove the rules from this other games in the RDR family appearing in 22.0 ADVANCED COMMAND magazine, carefully and slowly peel them previous magazines: South Seas Campaign 23.0 ADVANCED ACTIONS from the subscription card they are at- (WaW #18) and Norway ‘40 (WaW #29). 24.0 OPTIONAL STRATEGIES tached to by peeling from the top and then 25.0 OPTIONAL FORCES the bottom meeting in the middle. The 1.2 Course of the Game 26.0 FIGHTER INTERCEPTION card is not intended to be removed. There are two players in the game: the Axis 27.0 GROUND RETREATS and the Allied. Each Game Turn represents 28.0 ENTRENCHING These rules use the following color system: a month. Within that month each player 29.0 SHOCK EFFECT Red for critical points such as errata and has a Player Turn. Within each turn, players 30.0 CARRIER DEPLETION exceptions, Blue for examples of play. pick Event markers, determine the supply 31.0 AIR UNIT RECOVERY Check for E-rules updates to this game units they will receive for the turn, and @ www.worldatwarmagazine.com. take Actions. Actions are central to the game, allowing the player to use “forces” CREditS 1.0 INTRODUCTION of units to execute specific operations: Designer: Joseph Miranda movement, combat, logistical, and/or 1.1 Background intelligence-gathering. Generally, a player Developer: Chris Perello Mare Nostrum is a wargame of the conducts one Action per turn, but various struggle for the Mediterranean and North game functions allow for more, representing Playtesters: Eric R. Harvey, African theaters of operation during World periods of rapid activity alternating with Doug Johnson, Joe Youst War II. The historical campaign saw an the slower process of buildup of forces. Allied victory, but the Axis had several Special Thanks: Jack Greene opportunities to gain a decisive victory. 1.3 Game Scale One inch on the map equals 72 miles. Each Counter Graphics: Larry Hoffman Design Note. This was an inter-service turn represents one month of operations. Most campaign for both sides, involving land, ground units in the game represent divisions, Map Graphics: Joe Youst naval, and air components. The game with some independent non-divisional units. mechanics chosen to model the campaign Aircraft units represent six to twelve squadrons Production: Callie Cummins are based on S&T’s award-winning Red of aircraft, depending on the quality of the & Lisé Patterson Dragon Rising (#250) game which presents aircraft and air force. Naval units represent operations through discrete Actions one fleet aircraft carrier, divisions of two © 2015 Decision Games rather than a strictly sequenced process. or three battleships, or four to six cruisers, Bakersfield, CA. The system shows the effects of various squadrons/flotillas of six to twelve destroyers, Made & Printed in the USA. operations over the course of a scenario. or various numbers of other ships types. Substantial changes have been made to the system; these are not retroactive to WORLD AT WAR 41 | APR–MAY 2015 R1 MARE NOSTRUM: War in the Mediterranean 2.0 COMPONENTS Off-Map Bases. These are larger areas Supply Units Available Box (13.0) 2.1 Component Inventory on the periphery of operations which only Refit Table (14.0) The game includes: one side’s units may enter. (Example. Units Destroyed Box (12.0, 14.0) the Allied Middle East Command.) Units for Refit Box (14.0) These rules. Great Britain Off-Map Base (17.0) Placement. A unit may be in only one zone, Atlantic Off-Map Base (17.0) Two 34x22-inch maps (see 2.2), area or Off-Map Base at any one time. Africa Transit Off-Map Base (17.0) covering the playing area and containing Middle East Command Off-Map Base (17.0) a number of charts, tables, tracks, 2.3 Charts, Tables, Tracks, & Boxes Special Forces Available Box (20.0) and boxes summarizing or aiding in All charts, tables, tracks, and boxes are specified game functions (see 2.3). located on the map. Listed below, each 2.4 Counters identifies the rules describing its use. The counters in the game are Two die-cut cardboard sheets with 560 of two general types: playing pieces called counters (see 2.4). Common Displays & Tables Turn Record Track (3.4) Markers are used to record various Players must provide at least one standard Terrain Effects Chart (7.0, 8.4, 12.0) game functions (see 2.5). six-sided die (more would be useful) to resolve a variety of game functions, and Displays & Tables Duplicated Combat units represent the actual military several wide-mouth opaque containers for each player forces which participated (or could have (called “pools”) to randomize the Terrain Key (2.2) participated) in the campaign. Combat selection of various game markers. Special Forces Table (20.0) units are grouped generally into three Shock Table (29.0) types, described in the rules: ground units 2.2 Game Map (2.6), naval units (2.7), and air units (2.8). The game map emphasizes strategically critical Axis Tables & Boxes sea zones and land areas of the Mediterranean Events In Play Box (5.0) Counter Colors. There are two sides and its littoral, North Africa and the adjoining Events Discarded Box (5.0) in the game: Allies and Axis. Each Middle East. Join the two map sections along Special Reinforcements Box side includes different nationalities, the center. The game map is divided up into (5.0 & Scenarios) each of which is distinguished by the various spaces. These spaces include: Units Withdrawn Box (5.8) background color of its countres. Supply Reinforcement Table (13.0) Land Areas are major regions on Supply Units Available Box (13.0) Axis which ground units operate. Air units Refit Table (14.0) Germans: Grey may be based or fly over land areas. Units Destroyed Box (12.0, 14.0) Italians: Light Green These are sometimes referred to as just Units for Refit Box (14.0) “areas”. (Example. Eastern Cyrenica.) Special Forces Available Box (20.0) Allies British Commonwealth: Tan Sea Zones are major oceanic areas. Naval Allied Tables & Boxes United States: Green units operate in sea zones and air units Events In Play Box (5.0) may fly over over them; additionally, ground Events Discarded Box (5.0) Neutrals units may be transported across sea zones. Special Reinforcements Box Neutrals may be controlled by (5.0 & Scenarios) one or neither side; see 21.0. Fortresses are land areas representing Units Withdrawn Box (5.8) Vichy French: Blue major defended locations. They have Supply Reinforcement Table (13.0) Iraqi: Brown special rules regarding the number of units allowed in them and regarding combat MarKERS against units in them. They are considered separate land areas. (Example. Tobruk is a separate area within the Bardia area.) Small Islands are land bodies Turn Event Area Control encompassed entirely by surrounding (3.4) Back Front Allied Axis waters. They are considered separate areas. (Example. Malta.) Out of Play Areas. No operations may take place in Turkey, Saudi Arabia, Spain, France, Corsica, or those areas not specifically on the map. Battle Disruption Special Forces Interception Entrenched (12.0) (16.0) (20.0) (Optional;26.0) (Optional;28.0) R2 WORLD AT WAR 41 | APR–MAY 2015 Unit ABBREViationS Tri: Trieste CVE: escort carrier XM: Italian naval special forces BB: Battleship division German (10th Flotilla Assault Vehicles) BC: Battlecruiser division Af: Afrika Division CA: Cruiser squadron Br: Brandenburgers British CD: Coastal Defense DAK: Deutches Afrikakorps A: Army CL: Light cruiser (German Africa Corps) Aus: Australian CV: Aircraft carrier F: Flieger (airborne) AL: Arab Legion DD: Destroyer HG: Herman Goering FF: Free French PT: Patrol torpedo boat or gunboat KM: Kriegsmarine Gd: Guards LS: Landing ships (various types) LLSR: Luftlande Sturm Regiment GK: Greek TR: Transport ships PAA: Panzerarmee Afrika Haif: Haifa Defenses TR(f): Fast transport RFSS: Reichsfuhrer SS JB: Jewish Brigade SS: Submarine VM: von Mellethin LRDG: Long Range Desert Group -FR: captured French warship MEC: Middle East Commando Italian NZ: New Zealand Carriers: CV and CVE are termed Ar: Ariete Pol: Polish “aircraft carriers” in the rules. As: Assiette Res: Armor Reserve (army Bo: Bologna level tank brigades) Design Note. In some cases, naval Br: Brescia RMC: Royal Marine Commando units represent more than one CCNN: (Blackshirts) SA: South Africa class. For example, CL and DD Ce: Centauro SAS: Special Air Service units might also include destroyer Fol: Folgore TJFF: Trans Jordan Frontier Force escorts or large torpedo boats. G: Guastatori (assault engineers) GBS: Gruppo Battalglioni da US Aircraft Types Sbarco (Blackshirt amphibious) Rgr: Ranger B: Bomber GGFF: Giovani Fascisti (Young Fascists) F: Fighter Imper: Imperiali Vichy French G/G: Powered glider (big!) LS: La Spezia Alg: Algerian GA: Ground Attack Nap: Napoli Beir: Beirut HB: Heavy Bomber Nem: Nembo Casa: Casablanca NF: Night Fighter Pav: Pavia Cons: Constantine R: Reconnaissance Pist: Pistioia Mor: Moroccan SP: Seaplane RC: Ragruppamento Corrazata Syr: Syrian TR-SP: Transport Seaplane (armored task force) Tr: Transport (air) RECAM: (Reconnaissance Group) Iraqi Sah: Saharan Mech: Mechanized Aircraft units generally have the name of SM: San Marco the aircraft they represent.