| View previous topic :: View next topic |
| Author |
Message |
The suave and debonaire Texas Grognard

Posts: 631

|
|
|
Post subject: Experimental Arctic and Cold Weather Rules
|
|
|
Here are some general house rules that my gaming group uses for simulating the icy conditions of the Murmansk run and The Aleutians Campaign.
1) Limited Visibility: Visibility is limited to 3 sectors, therefore Extended Range attacks are not allowed. Ships with the Improved Radar ability are not subject to Limited Visibility
2) Fog: Place 2-3 Fog banks whose placement will be randomly determined on the standard map. Fog is treated as smoke for line of sight and obscurement purposes save that it does not disipate nor does it move.
3) Squalls: Place 3-5 Squalls whose placement will be randomly determined on the standard map.
I suggest the following method when determining placement of Squalls and Fog. For a standard map roll 2d6 and subtract 1 for length and roll 1d8 for width. I find this method a bit more random than the standard.
We tried these out on a convoy scenario during our regular Friday night session and found that it added yet another dimension to the game. Please feel free to opine with suggestions or comments. Salut y'all! _________________ I wanna warn you all, I'm a screamer... - Davy Crockett
VIVE LE TEXAS ET L'EMPEREUR Y'ALL!!
 |
|
Sun Jul 12, 2009 11:12 pm |
|
|
 Nothing but Rum, Sodomy, and the Lash.
|
|
Post subject:
|
|
|
Sounds good to me. I like the idea of fog, essentially a non-moving squall. It seems like terrain like that could become a site for focused action, not to mention give convoys a bit more of a chance. _________________
 |
|
Mon Jul 13, 2009 2:13 am |
|
|
 Forum Administrator
Posts: 6928

|
|
|
Post subject:
|
|
|
I think these sound like really good rules. Simple, yet elegant. They sound like they would work especially well for convoys. _________________
 |
|
Mon Jul 13, 2009 3:04 am |
|
|
 Muahahaha!
 AHF Silver-Rated Trader
Posts: 1493

|
|
|
Post subject:
|
|
|
very cool rules. Have you playtested them? _________________ -Greyh
Trade List: Greyh's WAS Trade List
+13 On AH Trade Boards
+10 On aaminis Trade Boards |
|
Mon Jul 13, 2009 3:10 am |
|
|
 
Posts: 2185

|
|
|
Post subject:
|
|
|
Ya betcha he has. _________________ Gaming for 36 Years.
 |
|
Sat Aug 01, 2009 9:07 pm |
|
|
  Caesar Americanus II Munchkin Wrangler
 AHF Silver-Rated Trader
Posts: 2967

|
|
|
Post subject:
|
|
|
Don't forget the icebergs! You could probably just nick the old WhizzKids bergs and their mechanics... _________________ <><><><><><><><><><><><><><><>
Frickin' cookie crap...
IJNCVLF: 'Cuz my Avengers wanna bust more'n just BB's... |
|
Sat Aug 01, 2009 10:37 pm |
|
|
 Muahahaha!
 AHF Silver-Rated Trader
Posts: 1493

|
|
|
Post subject:
|
|
|
There were some cool iceburg rules here:
http://aaminis.myfastforum.org/ftopic3840-0-0-asc-.php
| Quote: | Ice Floes
1.Place an ice floe in the exact middle of row five (5d) and seven (7d). These ice floes will move around the map one square per turn. If one reaches an edge and goes off the map, take it out of the game. Roll 1d6 each turn for each ice floe drift:
a. 1 = north
b. 2=northeast
c. 3=southeast
d. 4=south
e. 5=southwest
f. 6=northwest
3.Any ship that comes into contact with an ice floe loses one hull point. U-boats are immune. |
_________________ -Greyh
Trade List: Greyh's WAS Trade List
+13 On AH Trade Boards
+10 On aaminis Trade Boards |
|
Mon Aug 03, 2009 7:36 pm |
|
|
|