Rev. 5/12/03 Fight for the Princess by Jeff Trout, Mark Swift(markswift@juno.com) Spring 1916: The capitals of warring Europe are abuzz with rumors. The Central Powers, it is said, are preparing a high-level diplomatic mission to Norway and Sweden, to be led by Austrian Count Victor Dominic (“Don Vito”) Corleone. The mission is aimed at persuading the two northern nations to open a trade route through the British blockade to Germany. If successful, the balance of the war could be altered, and Norway and/or Sweden might even join the Central Powers. Based on their own experiences with Corleone, Entente diplomats inform their governments that the Norwegians and Swedes may not be able to refuse whatever offer will be made. The Central Powers’ diplomats are to sail to Oslo aboard Denmark’s newly-bought luxury liner, the German-made Nordic Princess. The ship has just finished her fitting out at Hamburg, and is berthed at Wilhelmshaven. A half-squadron of German battleships will escort the liner on the passage north. Unbeknowst to the Danes, the German Battle cruiser squadron has also been tasked to scout ahead of the liner. Another secret from the Danes is that two platoons of German Marines, in mufti, have booked passage on the liner to guard the diplomats. Thanks to their naval codebreakers, the British fleet obtains a few hours advance warning of the departure of the Corleone mission, and scrambles to intercept. German Order of Battle Escort Force: Kaiser (flagship), Kaiserin, Prinz Regent Luitpold, Friederich der Grosse; DD ½ Flots 9, 10, 14; Nordic Princess. Starts at Wilhelmshaven. Scout Force: Seydlitz, Lutzow (flagship), Derfflinger, Von Der Tann, Moltke; CL Sg 2a and 2b; DD ½ Flots 3, 4, 11, 18. Starts at Wilhelmshaven. British Order of Battle 2nd Cruiser Squadron: Minotaur (flagship), Cochrane, Hampshire, Shannon; DD Flot 11. Starts within five hexes of K19. 3rd Battle Cruiser Squadron: Invincible (flagship), Indomitable, Inflexible; CL Sqds 4 and Attached; DD Flot 11 (-). Starts at Scapa Flow. 1st Battle Cruiser Squadron: Tiger (flagship), Queen Mary, Indefatigable, New Zealand; CL Sqd 1; DD Flots 1 and 9-10. Starts at Rosyth. 5th Battle Squadron (reinforced): Barham (flagship), Malaya, Valiant, Warspite, Princess Royal, Lion; CL Sqd 2; DD Flot 13. Starts at Rosyth. Victory Conditions Points awarded for ships sunk and damaged per Advanced Game rules, plus one additional point for each flagship sunk. Additional points as follows based on fate of the Nordic Princess: 100 points -- to Germans if ship reaches Oslo. 50 points – to British if ship captured and returned to England -- to British if ship sunk by German fire 25 points -- to Germans if ship sunk by British fire -- to British if ship turns back to Germany 5 points – to British for each hit on ship from German fire (if not sunk) 2 points – to Germans for each hit on ship from British fire (if not sunk) Special Rules 1. German movement restrictions: The Escort Group leaves port at 7 a.m., and must sail by the shortest possible route to N27, from which it may exit due east (and be deemed to reach Oslo). The Escort Group may deviate from this course and speed only if the group itself sights, or is scouted by, British forces. Speed of the Nordic Princess is 10 (use the Blucher counter if you have one). The Scouting Group may leave port at any time starting at 1 a.m. (i.e., the beginning of the scenario), but may not enter the same hex as the Escort Group until after the Escort Group has been fired upon by British forces, on until the Escort Group is about to enter N27. 2. Fire on the Princess: One torpedo hit will halve the speed of the liner, two will leave her dead in the water, and three will sink her. Each two gunnery hits from capital ships on the liner have the same effect as one torpedo hit. Light ships cannot fire on the liner, or at enemy targets masked by the liner. Capital ships may fire at targets masked by the liner, but any shot that passes directly over the liner counter has a 66% chance of hitting the liner instead, and any shot that passes within 1000 yards of the liner counter has a 33% chance of hitting the liner. 3. Capturing the Princess: Either side may attempt to board the liner when it is controlled by enemy forces. The British gain permanent control of the liner if they capture her and sail her to within 12 hexes of any British naval base. To board, a player must have one of their ship counters end two consecutive movement phases directly alongside the liner. Each ship counter may only make one boarding attempt. British CAs may break formation to attempt to board. A boarding attempt succeeds on a roll of 4 or less on one die, with the following modifiers: Add 1 to die roll if attempt made from light ship counter Subtract 1 from die roll if attempt made from CA Subtract 1 from die roll if prior boarding attempt made by that player. On the first turn after the liner is captured, it cannot alter direction, and its speed is halved (or reduced to 4, whichever is greater). Each turn thereafter, speed may be increased by 1 until maximum speed (as modified by any damage sustained) is reached. 4. Regrouping. After any surface battle is broken off, the player who does not control the liner may reorganize their ships, combining or dividing capital ships in the same hex into new task forces. The requirement of at least three capital ships per task force must still be met, and if possible every task force should be assigned at least one group of light ships.