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Experimental Arctic and Cold Weather Rules

 
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Texas Grognard

 The suave and debonaire Texas Grognard


Joined: 12 Jun 2008

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Post subject: Experimental Arctic and Cold Weather Rules Reply with quote
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!
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PostSun Jul 12, 2009 11:12 pm
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swarbs

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 Nothing but Rum, Sodomy, and the Lash.


Joined: 23 Dec 2007



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Post subject: Reply with quote
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.
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PostMon Jul 13, 2009 2:13 am
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jfkziegler

 
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Post subject: Reply with quote
I think these sound like really good rules.  Simple, yet elegant.  They sound like they would work especially well for convoys.
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PostMon Jul 13, 2009 3:04 am
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Greyh Seer

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Post subject: Reply with quote
very cool rules.  Have you playtested them?
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PostMon Jul 13, 2009 3:10 am
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lotharlutjens

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Post subject: Reply with quote
Ya betcha he has.
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PostSat Aug 01, 2009 9:07 pm
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Diamondback

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Post subject: Reply with quote
Don't forget the icebergs! You could probably just nick the old WhizzKids bergs and their mechanics...
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PostSat Aug 01, 2009 10:37 pm
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Greyh Seer

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Post subject: Reply with quote
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.

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PostMon Aug 03, 2009 7:36 pm
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