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Round 1 of Forumini5 WAS ruleset selection
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Vote for the ones that you would be interested to try
"Half-squadron plane rules" by Polish_Cavalryman
12%
 12%  [ 11 ]
"Neverland Games rule set" by rplume
1%
 1%  [ 1 ]
"LcdrSwizzle's WAS rules" by LcdrSwizzle
4%
 4%  [ 4 ]
"War at Sea baseball" by Flakstruk
8%
 8%  [ 7 ]
"Island objectives" by Tincancaptain
17%
 17%  [ 15 ]
"Island rules" by torpman
12%
 12%  [ 11 ]
"Blockade of the infected" by Admiral Doughnuts
5%
 5%  [ 5 ]
"Strategic Warfare" by Azrael
13%
 13%  [ 12 ]
"Stormy Seas" by andypalmer
6%
 6%  [ 6 ]
"Victory at Sea" by wargamer55
4%
 4%  [ 4 ]
"Long distance aircraft" by Vladlerouge
1%
 1%  [ 1 ]
"Hold the Line" by R.O.U.S.
2%
 2%  [ 2 ]
"Fog of War rules" by ItalyForever
8%
 8%  [ 7 ]
Total Votes : 86

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NeuralDream

 

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Post subject: Round 1 of Forumini5 WAS ruleset selection Reply with quote   (Liked by:0)  Like this post
In this first round, you will vote for the ones you think you would be interested to try. You can vote for more than one and you don't need to have tried them first.
The top three will advance to the final round, where the selection will be a bit more rigorous.

Half-squadron plane rules
by Polish_Cavalryman


yeah... splitting units up is risky and you may regret it... A Val at half-strength can be destroyed with 5 successes in AA phase.  But I'm sure you might be tempted in some situations.  If there is are no enemy fighters around you could in fact split a single Val into 2 seperate groups attacking a single ship.  Then you are assured of 1 getting through.  But you significantly increase your odds of getting half the group shot down.  
A wildcat could in theory split into some planes straffing a DD (gunnery now cut to 2) and some planes flying top cover (limited escort per my rules).  but that straffing wildcat can be shot down with 5 successes from the enemy (9-1-1-2).  
A carrier expert ability cannot be assigned to 2 different half strength units.



Neverland Games rule set
by rplume


LcdrSwizzle's WAS rules
by LcdrSwizzle

(that should be +1 range for the cruisers, not ?1)

War At Sea Baseball
by Flakstruk



Island Objectives
by Tincancaptain



Island rules
by Torpman



Blockade of the infected
by Admiral Doughnuts


Strategic Warfare
by Azrael



Stormy Seas
by andypalmer



Victory at Sea
by wargamer55



Long distance aircraft
by Vladlerouge



Hold the Line
by R.O.U.S.



Fog of War rules
by ItalyForever


You have 10 days to vote.
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Last edited by NeuralDream on Tue Jan 15, 2013 6:13 pm; edited 2 times in total
PostSat Jan 12, 2013 9:47 pm
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Azrael

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Go strategic warfare ! lol, if you enjoy  pseudo campaign elements this takes it to the next level with hard targets like oil supplies , factories and shipyards as you try and destroy your opponents crippling his movement and war production, without being an overly long game (2 hours or less approx).

I have also experimented with giving aux's a boost in it with landing + 2 and not allowing them to be attacked until the other friendly units in there sectors are destroyed making them viable as landing/raiding ships to take down/over the factories,oil and shipyards (guard the convoy units get armor +1 when with friendly aux's in the same sector).  It's a fun twist if you like aux's.

I have enjoyed it so far testing it out and if you want a little more to your game then grab the objectives you may like it.
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PostSun Jan 13, 2013 2:21 am
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jdagee

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Daggit, wish could vote for more than one rule set, specifiically "Half-squadron plane rules" by Polish_Cavalryman, "Stormy Seas" by andypalmer, "Long distance aircraft" by Vladlerouge and "Fog of War rules" by ItalyForever. A couple of these are TLDR (too long, didn't read), but in the end, voted for ItalyForever, just like that confusion it sows.

R, Jim
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PostSun Jan 13, 2013 2:50 am
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Tincancaptain

 
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You could have voted for more then 1 I voted for Torpman, Doughnuts, and AndyP.
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PostSun Jan 13, 2013 2:54 am
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jdagee

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Arrrghhh, mis-read! Thanks, TCC!

So, I did vote for more than one! Take that democracy!

R, Jim

P.S. : are these going to be avail for download somewheres? I'd like a clearer copy than just copying the image.
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PostSun Jan 13, 2013 2:58 am
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Flakstruk

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Vote Baseball. It's a real easy way to make use of a small collection or getting people interested
PostSun Jan 13, 2013 3:02 am
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Tincancaptain

 
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ND you may want to sticky this until the vote is finished.
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PostMon Jan 14, 2013 10:57 am
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NeuralDream

 

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Bump for more votes and comments regarding these.
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PostTue Jan 15, 2013 6:14 pm
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Tych

 

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Stormy Seas gets my vote.  Very Happy
PostTue Jan 15, 2013 6:39 pm
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Flakstruk

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Interesting that islands are key with both the leaders
PostTue Jan 15, 2013 11:31 pm
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Tincancaptain

 
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Flakstruk wrote:
Interesting that islands are key with both the leaders


The Islands are not the key (at least I don't think so) it's the simplicity of our rules between the two of us we have the two simplest rule-sets in that they are easy to implement and don't alter the mechanics of the game much.
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PostTue Jan 15, 2013 11:57 pm
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Tincancaptain wrote:
Flakstruk wrote:
Interesting that islands are key with both the leaders


The Islands are not the key (at least I don't think so) it's the simplicity of our rules between the two of us we have the two simplest rule-sets in that they are easy to implement and don't alter the mechanics of the game much.

I will second this. When I made my rules I though first of what would have a minimal effect on the game.

Also see my rules in action here
http://aaminis.myfastforum.org/ftopic36568-0-asc-0.php
I got advanced maps (Did nothingn too far to the back) and a LSB that crippled a Japanese DD. Brig got a LSB that did nothing but did get damage control on a Haguro which did alot to help him. I think my rules worked out fairly well. I do what to try out the Tincan's ules for sure. (He got my vote)
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PostWed Jan 16, 2013 2:57 am
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Very interesting!

Voted!
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PostWed Jan 16, 2013 3:49 am
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The_lucky_Y

 

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Azrael wrote:
Go strategic warfare ! lol, if you enjoy  pseudo campaign elements this takes it to the next level with hard targets like oil supplies , factories and shipyards as you try and destroy your opponents crippling his movement and war production, without being an overly long game (2 hours or less approx).

I have also experimented with giving aux's a boost in it with landing + 2 and not allowing them to be attacked until the other friendly units in there sectors are destroyed making them viable as landing/raiding ships to take down/over the factories,oil and shipyards (guard the convoy units get armor +1 when with friendly aux's in the same sector).  It's a fun twist if you like aux's.

I have enjoyed it so far testing it out and if you want a little more to your game then grab the objectives you may like it.


Its almost similar to the campaign rules of Grandest fleet, if I had known that i would tossed that campaign in here.
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PostWed Jan 16, 2013 11:08 am
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Azrael

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The_lucky_Y wrote:
Azrael wrote:
Go strategic warfare ! lol, if you enjoy  pseudo campaign elements this takes it to the next level with hard targets like oil supplies , factories and shipyards as you try and destroy your opponents crippling his movement and war production, without being an overly long game (2 hours or less approx).

I have also experimented with giving aux's a boost in it with landing + 2 and not allowing them to be attacked until the other friendly units in there sectors are destroyed making them viable as landing/raiding ships to take down/over the factories,oil and shipyards (guard the convoy units get armor +1 when with friendly aux's in the same sector).  It's a fun twist if you like aux's.

I have enjoyed it so far testing it out and if you want a little more to your game then grab the objectives you may like it.


Its almost similar to the campaign rules of Grandest fleet, if I had known that i would tossed that campaign in here.


Other then they both have hard targets I don't really see the similarity its inspired by total war with a similar point layout and progression but rather then just surface destruction its giving you hard targets which effect what you can build during the buy phase as well as serve as objective in there own right.  Heck my original idea for this was a sort of a20 was game with naval taking a back seat to more land targets like cities, railroads , roads, airfields and factories like an air strategic bombing game then when the contest came along I made it more was based.

There is enough new unique elements I could probably build entire scenarios around them like the oil aspect where you need to destroy enough of your opponents oil supply that he literally can't move anymore ala Italy and Japan in the war (the more oil he loses the less he can move).
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PostWed Jan 16, 2013 2:23 pm
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ItalyForever

 

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Tincancaptain wrote:
Flakstruk wrote:
Interesting that islands are key with both the leaders


The Islands are not the key (at least I don't think so) it's the simplicity of our rules between the two of us we have the two simplest rule-sets in that they are easy to implement and don't alter the mechanics of the game much.


I agree that the simplicity is good for you guys. My rules are definitely going more toward simulation, and I think that kind of hurts.
PostThu Jan 17, 2013 1:39 am
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ItalyForever wrote:
Tincancaptain wrote:
Flakstruk wrote:
Interesting that islands are key with both the leaders


The Islands are not the key (at least I don't think so) it's the simplicity of our rules between the two of us we have the two simplest rule-sets in that they are easy to implement and don't alter the mechanics of the game much.


I agree that the simplicity is good for you guys. My rules are definitely going more toward simulation, and I think that kind of hurts.


I think a little complexity isn't a bad thing it is an alternate ruleset competition as opposed to a houserule(s) so it should switch things up at least a little bit.  I thought yours had some interesting things.
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PostFri Jan 18, 2013 4:16 pm
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i get the feeling i should have offered my simple W@S for 4 players rules, or my Negative initiative option. both can be explained in 3 or 4 lines, but i though of them as minor options and not really new rules sets.

I think i still like deathmatch a lot.

I found baseball appealing, would be interested to give it a go.
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PostFri Jan 18, 2013 8:16 pm
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I don't think the half strength planes is all that complicated.  They cost half and you subtract 1 or 2 from some of the values on the cards.  There's not much more to it.

But anything can sound complicated the first time your read it.  The next round of this would really be better... ideally testing them out in a few games.
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PostFri Jan 18, 2013 8:39 pm
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Tincancaptain

 
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Polish_Cavalryman wrote:
I don't think the half strength planes is all that complicated.  They cost half and you subtract 1 or 2 from some of the values on the cards.  There's not much more to it.


Complicated is a relative term. Your rules are likely not the most complicated offered but more complicated then what Torpman and myself are offering. Your rules almost completely change the air mechanics while torpy's simply adds uncertainty to approaching islands and my own changes the objectives slightly to make them less abstract.
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