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Balancing Gunston Halls into Convoy Scenarios

 
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Asbestos

 

Joined: 20 Aug 2009

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Post subject: Balancing Gunston Halls into Convoy Scenarios Reply with quote
I have yet to play this but I was thinking that since straight up replacing JOBs with GHs might unbalance things towards the defender (god forbid), having GHs still seems like a pretty flavorful convoy set up.


My plan:
GHs are 7 points.  JOBs are 3 points.  Defending players can use GHs in place of JOBs but must pay the difference using the 100 point pool they use to build their defending fleet.  So, someone that brings two GHs only has 92 points to build a fleet with, but has the benefit of having much hardier convoy ships.


Thoughts?
PostThu Sep 17, 2009 3:38 am
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fredmiracle

 

Joined: 07 Aug 2009

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Post subject: Reply with quote
How about if you take JOBs you get 4 bonus points each
Wink
PostThu Sep 17, 2009 4:02 am
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Greyh Seer

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Post subject: Reply with quote
Keep in mind too that the new updated rules include the fact that the attacker gets 80pts for the defender's 100.

Quote:
Convoy Scenario
Fleets: The player escorting the convoy has 100 points to build a fleet, as described in the
Standard Scenario. In addition, he receives 5 convoy Ships at no point cost. The player
intercepting the convoy has 80 points to build a fleet.


http://www.wizards.com/avalonhill/rules/War_at_Sea_Clarifications.pdf
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PostThu Sep 17, 2009 9:52 am
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fredmiracle

 

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Post subject: Reply with quote
It might be fun if you used a mix of transports (say 2xGH, 2xJOB, 1xMaru), and the defender would secretly assign each a number 1-5. Then you could use numbered tokens on the map, and only reveal the type of each particular when the attacker has a sighting on it (i.e. made a range 3 or less gunnery attack, made a submarine attack or made an air attack) at which point the defender would put the corresponding ship mini on the map... (maybe for ER attacks the defender could assign damage but the type still wouldn't be revealed)
PostThu Sep 17, 2009 4:23 pm
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Asbestos

 

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Post subject: Reply with quote
Greyh Seer wrote:
Keep in mind too that the new updated rules include the fact that the attacker gets 80pts for the defender's 100.

Quote:
Convoy Scenario
Fleets: The player escorting the convoy has 100 points to build a fleet, as described in the
Standard Scenario. In addition, he receives 5 convoy Ships at no point cost. The player
intercepting the convoy has 80 points to build a fleet.


http://www.wizards.com/avalonhill/rules/War_at_Sea_Clarifications.pdf

I am aware of the errata, I was merely proposing a balanced way to add more resilant ships to the convoy.  By having to buy the difference defenders must decide between having harder to sink convoys or having more/stronger units in their fleet.
PostThu Sep 17, 2009 8:26 pm
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Toronado3800

 

Joined: 14 Jul 2009

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Post subject: Reply with quote
Having a limited number of mini's we frequently have a mix of transports.  Makes things interesting.  Shows the strengths and differences of each.
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PostFri Sep 25, 2009 3:22 am
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Greyh Seer

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Post subject: Reply with quote
Toronado3800 wrote:
Having a limited number of mini's we frequently have a mix of transports.  Makes things interesting.  Shows the strengths and differences of each.


I too often do this.  Smile
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PostFri Sep 25, 2009 4:24 am
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ElectricCatND

 

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Post subject: Reply with quote
We were originally using standardized numbers for our transports...would make it interesting to use the card stats on those
PostFri Sep 25, 2009 4:46 pm
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Asbestos

 

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Post subject: Reply with quote
I was originally thinking my 'buying the difference' plan could apply to all aux units, but no one would pay a point for a Maru and having a fleet of Nordmarks for 10 points seemed ridic, more so because of the speed 2 than the gunnery.
PostFri Sep 25, 2009 4:58 pm
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