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Malta Convoy: Operation Pedestal

Malta Convoy: Operation Pedestal Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Materials
  • Convoy Composition
  • Length of Journey
  • Friendly Waters
  • Covering Force Returns
  • Contact
  • Enemy Force
  • Force Size
  • Interception
  • Enemy Attacks
  • Targets
  • Options
    • Decoy Option
    • Split Option
    • Evade Option
    • Screen Option
  • Scoring

Introduction

Solo dice game.

WWII simulation of the Allied relief convoy to the British Island Stronghold of Malta, August 3rd, 1942.

Also known as Operation Pedestal.

Materials

Paper, pencil, 1-2 six sided dice, nobody to play with.

Convoy Composition

Record how many of each type of ship you have.

Ship TypeNumber of ShipsNotes
Cargo Ships3D6Merchant Men
Oil Tankers1D6
Aircraft Carriers1D3
Cruisers1D6 x 5Warship
Destroyers1D6 x 10Warship

Length of Journey

The game will last 20 + 1D6 Turns.

Make a column of that many boxes on a piece of paper.

Number the boxes.

Friendly Waters

The convoy will not be attacked for the first 1D6 turns.

Covering Force Returns

When you are halfway through the trip roll 1D6 for each of your remaining Aircraft Carriers.

On a roll of 4-6 they return to their bases with 3 +1D6 warships each.

Contact

Every turn make one contact roll.

1D6ContactNotes
1Dumb Luck-1 to this roll next turn
2-3No ContactTurn Ends
4Reconnaissance Plane+2 to this roll next turn
5Surprise ContactForce Size -1
6ContactForce Size No Change
7SortieForce Size +1
8Attack ForceForce Size +2

Enemy Force

If contact is made roll to see what type:

1D6TypeNotes
1U-boatsForce Size -1
2-3Italian Air ForceAttack Rolls -1
4-5German Air ForceAttack Rolls +1
6Combined Air ForceForce Size +1

Force Size

Roll 1D6. The result of this roll is the Force Size of the enemy force.

The Force Size is a minimum of 1 with modifications.

Interception

Make 3 Interception Rolls.

Make one additional roll for every Aircraft Carrier you have.

Make one less roll if all of your Cruisers are destroyed.

Make one less roll if all of your Destroyers are destroyed.

For every roll of 1 on 1D6 the size of the attacking enemy force is reduced by one.

Enemy Attacks

Roll a number of times equal to the enemy Force Size.

1D6Damage
1-2Miss
3-4Ship Damaged
5-6Ship Destroyed

Targets

If a ship is damaged or destroyed make a Target roll to see which type:

1D6Type
1Tanker
2Cargo Ship
3-4Aircraft Carrier
5Cruiser
6Destroyer

If there are no Aircraft Carriers left treat the result as a Cargo Ship.

If you already have a damaged ship of a certain type and you get another "Ship Damaged" or "Ship Destroyed" result for that type there is a 1-3 in 1D6 chance that the damaged ship is hit again and sunk.

Options

You may take an option at the very beginning of your turn.

You cannot take another option if you are currently using one.

Decoy Option

Once during the trip you may send out a dummy convoy.

Target rolls +2 for 1D6 turns.

Get 1 less Intercept roll.

Split Option

Once during the trip you may split up the fleet (every ship for himself).

Force Size -1 for 1D6 turns.

Contact rolls are at +1.

Evade Option

Once during the trip you may take an evasive route.

Contact rolls at -2 for 1D6 turns.

Game length increases by 1D3 turns.

Screen Option

Once during the trip you may set up a screen of warships to face the enemy routes of advance.

Get two additional Intercept rolls for 1D6 turns.

Attack rolls are at +1.

Scoring

Start with 100 points.

Lose 2 points for every Cargo Ship lost.

Lose 1 point for every Cruiser lost.

Lose 3 points for every Tanker lost.

Lose 5 points for every Aircraft Carrier lost.

Gain 1 point for every Interception.

Lose 10 points if all of your Tankers are destroyed.

Lose 10 points if all of your Cargo Ships are destroyed.