Mission |
W@S version |
SGM |
1) Sea superiority |
Budget 125 points.
Free choice of any ships, subs or aircraft up to this total.
Mission: Destroy all enemy ships and submarines on the table. Leave nothing afloat. Mission is only achieved when the last vessel is sunk. Claim mission at that point. |
Budget ??? points. (Normal W@S was 100pt, so 1.25xSGN normal?)
Free choice of any ships up to this total.
Mission: Destroy all enemy ships on the table. Leave nothing afloat. Mission is only achieved when the last vessel is sunk. Claim mission at that point. |
2) Convoy escort |
Tell the enemy this is a convoy escort game when you deploy on table.
Budget 100 points + 4 uncosted merchant ships [or counters] of any type.
Free choice of any ships, subs or aircraft up to this total.
Mission. A convoy must be moved from one side to the other side of your half of the board. This convoy must survive for SIX moves and at least two of the merchant ships must still be afloat on the start of move seven to claim the mission. Lose three before then and the mission is lost and the other side wins. Claim mission at start of move seven if you still have two merchant ships afloat. |
Tell the enemy this is a convoy escort game when you deploy on table.
Budget 100 points (or normal SGN limit) + 4 uncosted merchant ships [or counters] of any type.
Free choice of any ships up to this total.
Mission. A convoy must be moved from one side to the other side of your half of the board. This convoy must survive for SIX moves and at least two of the merchant ships must still be afloat on the start of move seven to claim the mission. Lose three before then and the mission is lost and the other side wins. Claim mission at start of move seven if you still have two merchant ships afloat. |
3) Subs and aircraft |
Budget 80 points.
Free choice of submarines and land-based aircraft only.
Place two islands at least three squares inside enemy half. These mean nothing but will confuse him. [see 7, 11 &12]
Your submarines may start up to 5 squares from your base edge. 10 squares if the other side has drawn 'Convoy escort' or 'Night action'.
Kill two largest ships in other fleet to claim mission OR if other side are playing convoy escort prevent other side's mission success to claim your mission. |
N/A, listed only for completeness |
4) Holding action |
Budget 90 points.
Free choice of any ships, subs or aircraft up to this total.
Place two islands at least three squares inside enemy half. These mean nothing but will confuse him. [see 7, 11 &12]
This is a minor front for you. Tie down the enemy forces here for eight moves and you will win in another theatre. If any of your surface vessels or submarines survive on move nine reveal and claim this mission.
If other side is playing 'convoy escort' start your submarines up to 10 squares from your base edge, other ships up to 5 squares. |
Budget 90 points (90% of SGN normal).
Free choice of any ships up to this total.
Place two islands at least three squares inside enemy half. These mean nothing but will confuse him. [see 7, 11 &12]
This is a minor front for you. Tie down the enemy forces here for eight moves and you will win in another theatre. If any of your ships survive on turn nine reveal and claim this mission.
If other side is playing 'convoy escort' start your submarines up to 10 squares from your base edge, other ships up to 5 squares. |
5) Claim moral victory |
Budget 80 points.
Free choice of any ships, subs or aircraft up to this total.
Place two islands at least three squares inside enemy half. These mean nothing but will confuse him. [see 7, 11 &12]
Sink two ships of destroyer size or larger and immediately claim mission. You need only a moral victory to convince world opinion of the plucky nature of your resistance to the enemy. If other side is playing 'convoy escort' start your submarines up to 10 squares from your base edge, other ships up to 5 squares. |
Budget 80 points. (80% SGN normal)
Free choice of any ships up to this total.
Place two islands at least three squares inside enemy half. These mean nothing but will confuse him. [see 7, 11 &12]
Sink two ships of frigate size or larger and immediately claim mission. You need only a moral victory to convince world opinion of the plucky nature of your resistance to the enemy. If other side is playing 'convoy escort' start your submarines up to 10 squares from your base edge, other ships up to 5 squares. |
6) Night action |
Budget 60 points.
You are limited to MTBs, PTs, DEs, Destroyers and Cruisers. Graf Spee is not a cruiser.
All enemy aircraft on land or sea are grounded and are out of the game. Enemy submarines may move two squares a move on surface until they come within visibilty range when they dive and revert to one square per move until out of visibilty range again.
Visibility is 0 to three squares only. No ships may fire further than that. Rolls of '4' do not hit in square three.
Your forces in this theatre lack air cover and you are too weak to fight in daylight. Your mission is to sink three enemy ships and immediately claim victory before daybreak. Dawn rises at the start of the tenth move. If mission not achieved by end of move nine you automatically lose.
If other side is playing 'convoy escort' start your vessels 8 squares from your base edge. |
Budget 60 points. (60% SGN normal)
You are limited to 4th Rate and smaller only.
Visibility is B Range only. No ships may fire further than that. Damage draws of ? do not hit outside of C/D range.
Your forces in this theatre are too weak to fight in daylight. Your mission is to sink three enemy ships and immediately claim victory before daybreak. Dawn rises at the start of the tenth move. If mission not achieved by end of move nine you automatically lose.
If other side is playing 'convoy escort' start your vessels 8 squares from your base edge. |
7) Coastal bombardment. |
Budget 90 points.
You must choose at least two cruisers or larger. Free choice in other areas.
Place two islands at least three squares inside the other player's half. Either one of these is your target.
Your mission is to assist your land forces fighting on these islands. To win you must get your two cruisers into range. Both must bombard one island for one move to claim victory. If one cruiser is sunk, the other must bombard for two moves to claim victory. Claim mission at end of the applicable firing phase. |
Budget 90 points. (90% SGN normal)
You must choose at least two two-decker ships of 5th Rate or larger. Free choice in other areas.
Place two islands at least three squares inside the other player's half. Either one of these is your target.
Your mission is to assist your land forces fighting on these islands. To win you must get your two heavy ships into range. Both must bombard one island for one move to claim victory. If one is sunk, the other must bombard for two moves to claim victory. Claim mission at end of the applicable firing phase. |
8) Destroy enemy submarines |
Budget 80 points.
Free choice of any ships, subs or aircraft up to this total.
Place two islands at least three squares inside enemy half. These mean nothing but will confuse him. [see 7, 11 &12]
You have the same budget at 5) ['Claim moral victory'] but your mission is now to sink every enemy submarine on the table and claim that you have 'cleared the sea lanes for the merchant ships of the free world'.
You claim the mission the moment the last submarine is sunk. Ignore surface vessels and aircraft.
*******
If other side has no submarines this mission reverts to 5): Claim moral victory. Sink two ships of destroyer size or larger and immediately claim mission. You only need a moral victory to convince world opinion of the plucky nature of your resistance to the enemy. If other side is playing 'convoy escort' start your submarines up to 10 squares from your base edge, other ships up to 5 squares. |
N/A, listed only for completeness |
9) Write down enemy air assets |
Tell the enemy this is 'Convoy escort' when you deploy on table but conceal true nature until mission is achieved. Reveal mission orders then.
Budget 100 points + 4 uncosted merchant ships.
Free choice of any ships, subs or aircraft up to this total.
This appears the same as mission 2) [Convoy escort] but your mission is really to draw out and destroy all enemy bombers, torpedo bombers, dive bombers and patrol bombers. Maximise your anti-air assets to assist this end. Enemy fighters do not count towards mission success. Your merchant ships are sailing in ballast and are just bait for your cunning trap. The real convoy sails tomorrow and you want that to pass through this area unmolested from the air.
Your mission is to clear the skies of enemy anti-shipping aircraft. The moment his last applicable aircraft is shot down claim this mission. Disregard remaining enemy fighters.
Move the merchant ships from one side of your table half to the other and appear to be taking great care about their protection from loss. Well, you would, wouldn't you?
If other side draws 'Night action' he has no aircraft. Your mission is then to survive his night attack and frustrate him from achieving his mission. When his mission fails you win.
If other side has no anti-shipping aircraft your mission is then to prevent his mission. When his mission fails you win. |
N/A, listed only for completeness |
10) Enemy unsure of your intentions |
Budget 90 points.
Free choice of any ships, subs or aircraft up to this total.
Place two islands at least three squares inside enemy half of the table. These mean nothing but will confuse him. [see 7, 11 &12]
Enemy intelligence in this area is poor. You may exploit this by fielding at least two cruisers and appear to be attempting a coastal bombardment. In reality you are seeking a moral victory. Sink three vessels of destroyer size or larger and immediately claim the mission. |
Budget 90 points.
At least two two-deckers of 5th Rate or larger; free choice of any ships up to this total for remaining points.
Place two islands at least three squares inside enemy half of the table. These mean nothing but will confuse him. [see 7, 11 &12]
Enemy intelligence in this area is poor. You may exploit this by fielding at least two 5th Rate two-deckers or larger (must be two-decker ships) and appear to be attempting a coastal bombardment. In reality you are seeking a moral victory. Sink three vessels of 5th Rate or larger and immediately claim the mission. |
11) Commando raid |
Budget 90 points.
Free choice of any ships, subs or aircraft.
Place two islands at least three squares inside enemy half. One of these is your target.
Nominate one named ship [in writing] to be carrying a commando landing team. This ship must be destroyer sized or larger. Your mission is to get this ship in contact with an island for one clear move during which that ship is not sunk. At end of that move declare mission objective and claim the win. |
Budget 90 points.
Free choice of any ships.
Place two islands at least three squares inside enemy half. One of these is your target.
Nominate one named ship [in writing] to be carrying a commando landing team. This ship must be 5th Rate or larger. Your mission is to get this ship in contact with an island for one clear move during which that ship is not sunk. At end of that move declare mission objective and claim the win. |
12) Spy or sabotage mission. |
Budget 80 points.
Free choice of any ships, subs or aircraft.
Place two islands at least three squares inside enemy half. One of these is your target.
Nominate one named submarine [in writing] to be carrying a spy or saboteur. Your mission is to get this sub in contact with an island for one clear move during which that sub is not sunk. At end of that move declare mission objective and claim the win. |
Budget 80 points.
Free choice of any ships.
Place two islands at least three squares inside enemy half. One of these is your target.
Nominate one named ship [in writing] to be carrying a spy or saboteur. This ship must be 5th Rate or smaller. Your mission is to get this ship in contact with an island for one clear move during which that ship is not sunk. At end of that move declare mission objective and claim the win. |