Dardanelles: A submarine wargame: The Umpire’s Notes, Umpire’s Record Sheet, Umpire’s Recognition Chart, and Umpire’s Map

DARDANELLES – UMPIRE’S NOTES
  • Each turn = 1 hour.
  • At the beginning of each turn the Player must tell the Umpire:
    • The direction of travel (i.e. North, North-East, East, South-East, South, South-West, West, or North-West).
    • Speed: Maximum Distance per turn = 6 squares on surface/3 squares submerged.
    • Level: Surface, Periscope. Submerged, or Bottom, and any change of Level. 1 additional square of movement is used for every change of Level.
  • If the submarine is within the limit of Tidal Effect …
    • … and the submarine is on the Surface or at Periscope Level, the submarine drifts towards the mouth of the Dardanelles at a rate of 1 square per turn.
    • … and the submarine is Submerged or at Bottom Level, the submarine drifts away from the mouth of the Dardanelles at a rate of 1 square per turn.
  • If the submarine enters a Minefield …
    • … and the submarine is on the Surface or at Periscope Level, throw 2 x D6 for each row of mines in the square. (Modifier: Submarine is at Periscope level: -1)
      • 3 or less: Submarine hits a mine and is SUNK.
      • 4 to 8: Tell the Player that the submarine has entered a minefield.
      • 9 or more: Do not tell the Player they are in a minefield.
    • … and the submarine is Submerged or at Bottom Level, throw 2 x D6 for each row of mines in the square. (Modifier: Submarine is at Bottom level: +4)
      • 4 or less: Submarine hits a mine and is SUNK.
      • 5 to 9: Tell the Player that they can hear the scraping of the mine mooring wires on the submarine’s hull.
      • 10 or more: Do not tell the Player they are in a minefield.
  • If the submarine is on the Surface or at Periscope Level the Player will be given a verbal report by the Umpire as to what is visible.
    • The limit of vision = 4 squares during daytime/2 squares during night-time.
    • If any of the numbered squares marked on the Umpire’s map fall within the submarine’s limit of vision throw a D6.
      • 2 or less: Nothing is seen.
      • 3 or more The Umpire displays a silhouette of the vessel in the numbered square to the Player and states the distance and bearing of the vessel from the submarine.
    • The vessels in the numbered squares are:
      • Square 1: Cacique
      • Square 2: Cacique
      • Square 3: Cacique
      • Square 4: Patrol Boat
      • Square 5: Patrol Boat
      • Square 6: Patrol Boat
      • Square 7: Transport
      • Square 8: Transport
      • Square 9: Battleship
    • If the submarine is within the Limit of Searchlight Area …
    • … and it is daytime throw 2 x D6. (Modifier: Submarine is at Periscope Level: +1)
      • 2 to 6: The submarine has been seen by shore-based Artillery Observers. If in range of shore batteries the submarine comes under fire.
      • 7 or more: The submarine escapes being seen.
    • … and it is night-time throw 2 x D6. (Modifier: Submarine is at Periscope Level: +1)
      • 3 or less: the submarine has been found by a searchlight. If in range of shore batteries the submarine comes under fire.
      • 4 or more: The submarine sees the searchlights scanning the water.
    • If the Submarine comes under fire and is in range of shore batteries (i.e. within the shaded area on the Umpire’s map) throw 2 x D6. (Modifiers: Submarine is at Periscope Level: +1; It is night-time: +2)
      • 8 or less: The submarine is hit Submarine is hit by shore battery fire and is SUNK.
      • 9 or more Shell splashes erupt around the submarine.
  • If the submarine is Submerged or at Bottom Level the Player will be given a verbal report by the Umpire as to what can be heard.
    • The range of hydrophones = 6 squares.
    • If any of the numbered squares marked on the Umpire’s map fall within the submarine’s hydrophone range throw 1 x D6.
      • 2 or less: Nothing is heard.
      • 3 or more: The Umpire tells the Player that a vessel can be heard moving through the water and states the bearing of the vessel from the submarine.
  • Torpedoes
    • Torpedoes have a range of 3 squares and may be fired at Surface or Periscope Levels.
    • Torpedoes may be reloaded; this takes 4 turns on the surface.
    • To fire Torpedoes the Player must tell the Umpire:
      • The target against which the torpedoes are being fired.
      • The direction they are to be fired in.
    • Firing Torpedoes
      • Throw 2 x D6 for each torpedo fired. (Modifiers: Range is 3 squares: -3; Range is 2 squares: -1)
      • 6 or less: Torpedo fails to hit the target vessel.
      • 7 or more: Torpedo hits target vessel, which sinks.
  • Air
    • The submarine has the ability to stay underwater for 20 hours (20 “units” of air).
    • Air must then be replenished at a rate of 1 hour on the surface = 5 “units” of air replenished.
    • A submarine which fails to replenish its air is deemed to have been lost due to the asphyxiation of the crew.
  • Batteries
    • The submarine has the ability to move up to 36 squares underwater using its electric motors and batteries (batteries store 36 battery power “units”).
    • Batteries may be replenished at a rate of 1 hour on the surface = 6 “units” of battery power replenished.
    • A submarine which fails to replenish its battery power is deemed to have been lost due to loss of power whilst submerged.
  • Night-time lasts from 2200 hrs to 0500 hrs (inclusive).

DARDANELLES – UMPIRE’S RECORD CHART

Please click on the chart to enlarge it.

DARDANELLES – UMPIRE’S RECOGNITION CHART

Battleship Messudieh

Transport

Patrol Boat

Cacique


DADANELLES – UMPIRE’S MAP

Please click on the map to enlarge it.
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