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ND's Deathmatch and YOU! - Varients

 
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Greyh Seer

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Post subject: ND's Deathmatch and YOU! - Varients Reply with quote


So, Everyone Loves NeuralDream's Deathmatch Scenario (my friends and I play it more than the standard game) and I was wondering, does anyone use any varients or changes of his idea in thier games?

Personally,  my group finds two differences very popular:

1. Alternating Day/Night - 4 turns day, 4 turns night alternating.
2. First Come First Serve French - Axis or Allies may build French ships, but once the other player has built that particular ship, you cannot.

We find both varients to add quite a bit to gameplay.  Air power is lessened and Cruisers are a big enough threat that one is still wary of pulling out a carrier.

With the French rule, we find that it is often a race to get to the Dunkerque and the Gloire.

So, any thoughts?  What do you do with ND's excellent design?
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PostTue Apr 21, 2009 2:15 pm
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IJN Fuso

 

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Nice.  I like both these ideas.
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PostTue Apr 21, 2009 2:59 pm
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Nisk

 

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This seems like it would be very fun. Might give it a whirl sometime soon!!
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PostTue Apr 21, 2009 8:58 pm
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DaJudge

 
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One good variant is limiting air- 1942 or earlier helps but simply making the land base 2 helps a lot, it takes a lot of the cheese out of it.

Of course, you can still build carriers and load them up.

Another variant is limiting each plane type. 1 fighter, bomber, torpedo and patrol. Again, the cheese is removed. Allies still have an edge.

Darkness seems to even things up a lot also with the air checks.

It's a fun format. I like the French first deal but of course, if you're the allies, why would you ever buy a French ship over an American ship? I'd buy Richilieu for 54 but if you get to do that in a Death Match, you already won or are about to get swarmed.  lol
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PostTue Apr 21, 2009 9:04 pm
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weasel

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These are interesting variants, and I might try them soon.  I love this scenario, the best yet designed IMHO.

We've often gimped the planes a bit, as they become a bit overpowered early on, but I like DaJudge's 2-plane basing limit better.

The time before last we played, we put 2 squalls out there and let them float.  That added some strategy as well.

Then we decided to make the squalls a bit more challenging.  If a squall landed adjacent to an island that you control, but did not have a ship touching, then no points were awarded for that turn.  The reasoning being that you would loose communication during the storm.  This made it very important to contest new islands and try to keep something at an island to gain the all-important points.
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PostWed Apr 22, 2009 2:34 am
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IJN Fuso

 

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I like the squalls idea.  And the 2 AC limit at the air base + night makes the game very interesting.
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PostWed Apr 22, 2009 3:46 am
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Greyh Seer

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Squall idea is pretty cool.  Here's an idea:

- a squal next to your home Island forces a re-roll of a successful aircraft recovery roll at night.  hmmm
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PostWed Apr 22, 2009 3:59 am
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weasel

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Greyh Seer wrote:
Squall idea is pretty cool.  Here's an idea:

- a squal next to your home Island forces a re-roll of a successful aircraft recovery roll at night.  hmmm


Gotta try that one!
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PostThu Apr 23, 2009 12:01 am
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IJN Fuso

 

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I haven't played this way yet, but how about instead of picking 1 and only 1 unit of each type - how about choosing a force pool of say 300, 400, 500 points?  

You could choose some duplicate units if they are in your force pool.  As an Axis player, you might choose 2 Hippers, while an Allied player might choose 2 Clevelands.  When you've use all the units in your force pool, you're outta luck.  You'd better hope your opponant has used up his force pool too!
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PostThu Apr 23, 2009 1:41 am
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Greyh Seer

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IJN Fuso wrote:
I haven't played this way yet, but how about instead of picking 1 and only 1 unit of each type - how about choosing a force pool of say 300, 400, 500 points?  

You could choose some duplicate units if they are in your force pool.  As an Axis player, you might choose 2 Hippers, while an Allied player might choose 2 Clevelands.  When you've use all the units in your force pool, you're outta luck.  You'd better hope your opponant has used up his force pool too!


We've considered something like this.  Though I think we had a priority restriction list:

1. All Battleships and Fleet Carriers are unique
2. Max of 2 of each cruiser or historical limit, whichever is lower
3. Histroical limit - Destroyers, MTB, Aux

I like your idea because it is not as complicated.  I might try it.  I assume that once your force pool is gone you can pull other "unique" units that were not in your force pool?
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PostThu Apr 23, 2009 12:11 pm
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Greyh Seer

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Something Else I just thought of:

What about a bonus for committing to one nation.  Like you get a free destroyer at start of game if you stick to one nationality.
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PostThu Apr 23, 2009 12:25 pm
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NjCo

 

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Greyh Seer wrote:
Something Else I just thought of:

What about a bonus for committing to one nation.  Like you get a free destroyer at start of game if you stick to one nationality.


This might tip your hand a bit. Your opponent would know what ships you are drawing from and that might influence things a bit. Something like 'He's going with Italians so I don't have to worry about winning initiative' or 'He has Germans so I don't have to worry about smoke' or 'He has Japanese so my planes are a little more safe'. Stuff like that. Not sure if that would tip a game but it's a consideration.
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PostThu Apr 23, 2009 3:15 pm
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weasel

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NjCo wrote:
Greyh Seer wrote:
Something Else I just thought of:

What about a bonus for committing to one nation.  Like you get a free destroyer at start of game if you stick to one nationality.


This might tip your hand a bit. Your opponent would know what ships you are drawing from and that might influence things a bit. Something like 'He's going with Italians so I don't have to worry about winning initiative' or 'He has Germans so I don't have to worry about smoke' or 'He has Japanese so my planes are a little more safe'. Stuff like that. Not sure if that would tip a game but it's a consideration.


Of course you could just draft your fleet in secret, then once revealed you could draw out your extra destroyer.  This way it is secret until it is too late.
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PostThu Apr 23, 2009 3:32 pm
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IJN Fuso

 

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Greyh Seer wrote:
I like your idea because it is not as complicated.  I might try it.  I assume that once your force pool is gone you can pull other "unique" units that were not in your force pool?


I was thinking that once your force pool is empty, you're out of luck.  When all your units are gone, you just don't deploy anymore.  This way, there is a limit on the game length.  It goes until 1 side runs out of ships!
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PostFri Apr 24, 2009 2:02 am
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