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OOB, Night Rules, & Long Distance
 
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Solomiranthius

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Order of Battle

While there are many different OOB rules, Duck Crusader's have become the unofficial forum standard. They are as follows:

For each capital ship (CV, CVL, BB, BC, and yes, the Alaska's getting counted as a BC since it's armor 7) you must have:
1 CA or CL
2 DD or DDE

For each CVE or support ship you must have:
1DD or DDE

You can't have more submarines than you have capital ships but you can always have at least one, CVE's and support ships don't count. Also, you can't have more than two carriers of any type for each BB or BC


Darkness

Many surface engagements in all theaters took place at night.  Fighting at night presetns fleet commanders a variety of difficult challenges.  The following rules for fighting in conditions of darkness are for use in constructing your own scenarios.  They aren't used in the standard, convoy or major engagement scenarios.

Air Mission Phase:   Make a search check each time you place an air unit.  To make a search check, roll a die and check the result.

Patrol bomber:  search succeeds on a 3+
All other Aircraft:  Search succeeds on 5+

If the search check succeeds, place the unit normally.  If the search fails, place the unit with an Aborted marker.  Aircraft with Aborted markers don't even find their targets, and begin the Air defense phase already aborted.  They can't attack or be attcked this turn.

Air Defense Phase:  All ships and Aircraft take a -1 penalty per attack die on the Antiair attacks.  Aircraft that were aborted by failing their search checks in the Air Mission phase can't be fired at.

Air Attack Phase:  All aircraft take a -1 penalty per attack die on gunnery, Bomb and ASW attacks.  Also, each aircraft rolls one less attack die when making Torpedo attacks.

Surface Attack phase:  Darkness affects attacks made during the Surface Attack phase as follows:

ASW and Torpedo attacks are unaffected.

Gunnery attacks against targets at Range 0 and Gunnery attack s against targets that are already damaged or crippled (targets that began the current Surface Attack phase with damage) are unaffected.

Gunnery attacks against targets at Range 1, 2, or 3 take a -1 penalty per die.  However, Ships that have the Improved Radar, Radar Fire Control, Night Fighter or Radar Solution Special abilities ignore this penalty.

Gunnery attacks at range 4 or greater can't be made.

Air Return Phase:  All fighters, dive bombers and Torpedo Bombers returning to a carrier or to your land airbase make a recovery check.  To make a recovery check, roll a die.  On a roll of 1, the unit is destroyed.  Patrol Bombers don't need to make recovery checks.


Long Distance

--Coming Soon--
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PostMon Apr 08, 2013 12:52 pm
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rabi

 

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It ended with no ships on the board, as the crippled Mikazuki would sink the likewise crippled USS Honolulu on her return run to try and complete the Tokyo express run. However, Honolulu would finish her off in return. It was a fairly balanced scenario, And very much relies of off how many 6's the Japanese are able to roll.
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PostFri Dec 27, 2013 6:44 am
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