Sequence of Play
Sequence of Play
Sequence of Play
1d6
1d8
1d10
- British Attack roll: Roll 1d6 / attacking sub (attacking is not mandatory):
1: Submarine is destroyed
2-6: Check Naval Attack Resolution Chart
Rotate British subs that attacked and place them back in the Patrol box.
If any Argentine submarine is destroyed and no British vessels loss until now,
check political impact p. 34
-Argentine Search roll: Roll for each Argentine submarine in contested box. If 1 place a
British and Argentine submarine in Combat box.
Coastal
Search
Exclusion
1d8
1d10
1d12
1d4
1d6
1d8
If no British or Argentine Vessels have been sunk yet, check p 30 before combat.
- British Attack roll: Roll 1d4 / attacking sub:
1: Group is destroyed
2-4: Check Naval Attack Resolution Chart
If any Argentine Group is destroyed and no British vessels loss until now,
check political impact p. 34
1d6
1d8
1d10
Each Task Group in the box can now attack a detected sub:
79.4 : 1d12
79.3 : 1d10
79.1 : 1d8
Search
Exclusion
Sub
1d10
1d8
1d6
79.4
1d12
1d10
1d8
79.3
1d10
1d8
1d6
79.1
1d8
1d6
1d4
Roll for each British vessel in Task Force Defense zone 1d6 to detect each
Argentine unit
1-2: Task Group goes off board/ Sub goes Ready for War
If unit is not detected, roll 1d12 and place it in that Task Force Zone. If this
zone contains no British unit or the Result is 1, place it in Zone 12.
The Carrier Group always attacks 12.
-Argentine Attack rolls: For each submarine randomly select a vessel and roll 1d6.
1: Vessel is destroyed. In addition check political impact p.34 bottom
For Patrol and Battle Groups, roll 1d6 for each British vessel in the zone.
^
- British Attack rolls: Each British vessel now attacks one target:
Surfac
e
Sub
INV / CTR
1d6
1d8
1d10
LDR
1d6
1d6
RTH
1d8
1d6
T21
1d8
1d8
T22
1d6
1d8
If any vessel on either side has been hit, all fighting task groups still alive go off board,
Argentine subs to ready for War. If no hits on either side, check Naval Attack Resolution
Chart.
1-2
3-5
2-4
6-9
5-7
10
8-10
If the raid launches from Rio Grande always 2 planes, one with Exocet. Reduce
Exocet marker.
Air Targeting roll: 2d6 determine the target zone (place the Air alert marker there). If
10 and no vessel in there, reroll.
If target zone empty and not 10, place Handbreak marker in Task
Force zone. If Air alert Handbreak, then no surface to Air Combat
this Turn.
If British units in San Carlos, roll 1d6 black + 1d6 white.
If black white, San Carlos is the target, otherwise the Task force.
If 2 or 12 are rolled target the Task Force.
Exocet always attacks Task Force.
-Scramble Harriers: max. two/zone, from the same carrier, only where surface vessels.
1d4
Skyhawk
1d6
tendard
1d8
Dagger
1d8
Mirage
1d1
0
-British Attack: Each Harrier now rolls one die, also using the table above ( i.e. if Canberras
attacks, the British use a d4). If International Opinion 3 or more,
each Harier rolls 2 dice. Flight Leader always use 2 dice.
Each die that matches a Target Lock marker destroys all the
appropriate planes (flip them).
If Harriers are from the same flight, the destroyed planes are
removed and placed on their base.
-Argentine Target Lock: Roll 1d12 for each Harrier and place the appropriate Target Lock
Marker.
-Argentine Attack: Dagger/Mirage on Combat display (also flipped) roll 1d12.
Each die that matches a Target Lock marker destroys all the
appropriate Harriers
Surviving Harriers go to Flown, surviving Argentines proceed attack.
RTH
CTR/ LDR/
CTY/T82
T42
INV
30
miles
20
miles
10
1
miles mile
T22
1d6
1d4
CTR/T21/RTH/LDR
1d8
1d6
1d10
1d8
1d6
1d6
1d4
CTY
INV/T82/T42
1d8
-British Attack: Each vessel now rolls one die, also using the table above (not the lowest
value like at Target lock). Each die that matches a Target lock
destroys these aircraft.
If any attackers left, change range marker and start next combat round, or go to Air to surface combat
if Range is 1 mile.
1d12
1d10
1d10
1d8
A result of 1 destroys the vessel. Check p. 34 for impact of losses. After the attack, aircraft go
back to base. If other aircraft left, do another attack.
-Exocet Attack if raid from Rio Grande:
If one tendard was destroyed in the 30 miles range, roll 1d6.
1-2: Exocet carrier was destroyed, end the raid.
If the carrier survived during the 30 mile range, place the aircraft base in the base and place
the Exocet marker instead in the 30 mile zone. Do a radar lock roll with a vessel in the target
zone, but the Radar Lock number of the vessels is modified by -2.
Decrease the Exocets Range Marker, until it is detected or closer than 1 mile. Randomly
determine a target. Roll 1d6.
Detected at
Hits on
30 miles
1-2
20 miles
1-2
10 miles
1-3
1 mile
1-4
Not detected
1-5
Roll 1d10 for each attacking aircraft and place it in the Naval box with the result. If that box is
empty place it in the nearest occupied box. If equal, lower number. If no vessels, then attack
closest ground units.
-Small arms fire: Roll die depending on days of Operation Sutton for each aircraft:
0/1 day:
2/3 days:
more:
1d10
1d8
1d6
1d4
T21/RTH/LDR/CTY
1d6
1d10
1d8
1d8
1d6
If a vessel is hit, it is destroyed. (check p. 34 for impact).
If a ground unit is hit, it is flipped. If it is already flipped, it is
destroyed.
-San Carlos Landing: Place ground troops from transports to the adjacent landing zone (p.25).
A unit can be landed in a zone occupied by Argentine., but not in a zone
containing a British unit. Its a disadvantage if its not in its designated zone.
If the units troop ship is adjacent to a Landing Craft, it is landed at full
strength, otherwise flip it to reduced strength.
-Argentine San Carlos Deployment from 21 May:
Place Argentine units in a cup. Draw 2 randomly and place them on the zone
determined by 1d10.
If space occupied by a british unit: counterattack. Place Argentine unit
underneath.
If space occupied by Argentine unitplace it in the nearest empty zone. If two
empty zones are equal distance, take the higher. If no empty zone,
then nearest British, if two equal distance, take the higher.
End of turn
- If any Argentine submarine is destroyed this turn, all Argentine Task Groups go off board
and all remaining Argentine subs go to Ready for War.
-Harrier recovery depending on weather.
-Harrier refitting.
-Clear the board from obsolete markers.