. The island
is ready to fall into the hands of the Axis
powers. In a mad
dash to save it an Allied convoy
was sent out to resupply
. This effort was known as Operation Pedestal
Before the convoy
could reach Malta
it would have to navigate Axis controlled water
s. Over the next few days over half the convoy
was lost as it was attacked
again and again by Axis forces
is the name of a microgame
from Warp Spawn Games
' Lloyd Krassner
this historic event
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.
Paper, pencil, 1-2 six sided dice, nobody to play with.
Ship Type: Number of Ships: Notes:
Cargo Ships 3D6 Merchant Men
Oil Tankers 1D6
Aircraft Carriers 1D3
Cruisers 1D6 x 5 Warship
Destroyers 1D6 x 10 Warship
Record how many of each type of ship you have.
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.
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.
Every turn make one contact roll.
1D6 Contact: Notes:
1 Dumb Luck -1 to this roll next turn
2-3 No Contact Turn Ends
4 Reconnaissance Plane +2 to this roll next turn
5 Surprise Contact Force Size -1
7 Sortie Force Size +1
8 Attack Force Force Size +2
If contact is made roll to see what type:
1D6 Type: Notes:
1 U-boats Force Size -1
2-3 Italian Air force Attack Rolls -1
4-5 German Air Force Attack Rolls +1
6 Combined Air Force Force Size +1
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.
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.
Roll a number of times equal to the enemy force size:
3-4 Ship Damaged
5-6 Ship Destroyed
If a ship is damaged or destroyed make a Target roll to see which type:
2 Cargo Ship
3-4 Aircraft Carrier
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 destroyed’ result for that type there is a
1-3 in 1D6 chance that the damaged ship is hit again and sunk.
You may take an option at the very beginning of your turn.
You cannot take another option if you are currently using one.
Once during the trip you may send out a dummy convoy.
Target rolls +2 for 1D6 turns.
Get 1 less intercept roll.
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.
Once during the trip you may take an evasive route.
Contact rolls at –2 for 1D6 turns.
Game length increases by 1D3 turns.
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.
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.