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Post subject: Houserule - Aircraft Placement
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Hello. I've been thinking about ways of putting more strategy into this phenomenal game, and I came up with an alternate a/c placement that a friend & I tested out today, & we both enjoyed it very much. Here's how it goes-
1. Each player, PRIOR to the init roll, secretly writes down by grid reference (such as a battleship board for example) where each of his available aircraft will be flying in THAT round.
2. Initiative is determined, and both players conduct a normal movement phase.
3. Each player takes his paper, & reveals where his aircraft are located during the round, and then places them on the board.
(NOTE: In our first battle, play resumed as normal from this point. My UK & Assoc vs an Italian fleet. Each of us had a total of 6 aircraft. Ark Royal's Barracuda's managed to sink a pair of Ambras & a Sparviero hit the Hood with a torp, and other than a Barracuda going down while pressing the attack, air wasn't much of a factor. So, for the second game, we added...)
4. If the quadrant aircraft are in is void of enemy ships or aircraft, they may move to an adjacent quadrant providing it contains 1 or more enemy capital ships (cruiser, battleship, or carrier) on a 1d6 roll of 4 or higher.
At this point, play continues on as normal. All special abilities & restrictions still apply.
I see this as a way of kinda creating a long distance engagement on the standard WaS starter map, and of just creating a little more chance for the weaker aircraft of avoiding enemy fighters where before there was virtually no chance at all.
As always, any and all feedback or suggestions is greatly welcomed, and in closing, let me say-
GIVE ME KAGA OR GIVE ME DEATH....
well, if not death, I'd happily settle for the Shinano or Taiho. |
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Sun Aug 02, 2009 7:32 am |
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Has nothing to say.
 AHF Silver-Rated Trader

 Posts: 3847

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Very bold (snicker).
It looks interesting. I may have to try this. _________________ I have to make a new sig because my old one is too wide for this new look... |
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Sun Aug 02, 2009 4:23 pm |
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 Forum Administrator
Posts: 6928

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I wish I could find a good method that was somewhat like this for hidden submarines. _________________
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Sun Aug 02, 2009 7:43 pm |
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 Kick Butt Kido Butai

Posts: 245

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| jfkziegler wrote: | | I wish I could find a good method that was somewhat like this for hidden submarines. |
Like this?
| Quote: | Special Rules: Joisey House Rules (J.H.R.) and Joisey Hidden Movement Rules (J.H.M.R.)
The J.H.R. are:
1) Subs roll one die against DD/DE class ships (any range) and other subs (excludes SA modifiers).
2) Fighters score only on a 6 against ships for ONE success only.
3) Bombers only score against DD/DE class ships on a 5 or 6.
4) Bombers only score against MTB's on a 6.
5) MTB's are immune to ANY type of torpedo attack.
6) No units can use Extended Range SA against DD/DE/MTB class ships.
7) BB/BC/Graf Spee primaries cannot be used at all against MTB's.
8) DD's (not DE's) move at speed 3.
9) MTB's and PT boats count half for stacking.
10) Shipboard torpedo attacks are resolved during the gunnery phase. (These occur in addition to the normal Gunnery OR ASW attack.)
The J.H.M.R. are:
1) Subs are hidden until they fire;
2) Subs reveal their location every turn that they do fire torpedoes (no detection roll required);
3) DE's and Subchasers detect hidden subs on a roll of 2-6 (roll done by the Game Mod when necessary)
4) DD's detect hidden subs on a roll of 3-6;
5) Patrol bombers and MBT detect hidden subs on a roll of 4-6;
6) Torpedo bombers with an ASW capability detect hidden subs on a roll of 5-6;
7) A sub detects another sub (in the same hex) on a roll of 6;
8) A sub cannot be detected at all if it has not fired at least once prior in the game.
9) Subtract one from the detection die roll for surface units for each speed above 1 that they are travelling.
10) Any units not specified herein may not make a detection roll.
11)Detection rolls are done by the Moderator secretly after the air mission phase and before the anti-air phase, for any air, surface, or sub unit that has moved into a sub's hex.
12) Once detected, Submarines remain "sighted" (on the map) until the beginning of the next turn. At the beginning of the next turn, they return to being "hidden". (But your opponent will have a good idea where to search)
Only if a sub is successfully detected will the Moderator inform the players that a sub has been successfully detected. (otherwise the act of die rolling would tip players off to a sub being there)
"Detected" subs are placed on the Online Map. "Undetected" subs are kept on the Offline Map.
Example: Sub A fires on turn one. On turn two, enemy units may go to the sub's last known location, or adjacent locations, and roll to detect it. (This is the "Sub Hunt") If successful detection roll is made, sub may be attacked. |
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Sun Aug 02, 2009 9:48 pm |
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 Forum Administrator
Posts: 6928

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That's not exactly what I'm looking for. What I am talking about is rules where you wouldn't even put a sub figure on the board until it was sighted, and the subs would be moved around by instructions written on a separate piece of paper. That way your units wouldn't even have any idea where to search.
And while those rules are cool, I would imagine that most people don't have a game mod available (heck, I have trouble even finding opponents ). _________________
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Sun Aug 02, 2009 10:00 pm |
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Posts: 59

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Post subject: Hidden Sub Rule
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JFK -
That's an interesting idea as well...give me a couple of days to ponder over that, and I will let you know if I come up with anything. The plotting on paper part is easy & obvious, but some subs can start anywhere on the map, thus providing a great deal more onus to using them. Some vessels (I forget the SA name) are able to be placed adjacent to a sub...this would sort of ruin that.
And of course, there's always the chance of detection whether they're attempting to hide or not, + clearly they are detected when a plume of water shoots a thousand feet into the sky...so how would you manage to go from detected to hidden again?
Like I said, I'll ponder this & will post it on here not later than Wed evening (MST). _________________ Gatling guns? We don't need no stinking gatling guns slowing us down." G. Custer, 1876 |
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Mon Aug 03, 2009 2:55 am |
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 Nothing but Rum, Sodomy, and the Lash.
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Hey Jeffrey5665, welcome to the forum. On a regular sized map, it seems like the aircraft only have a few turns to make much of a difference anyway, so this might take a bit too much away from their performance, though like you say it adds a bunch to the strategery. I do think that this would be a really cool idea for the new long distance rules that Rich Baker posted.
How did that second game after you added rule four turn out? Did you think that even with this addition the rules took too much away from air power? _________________
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Mon Aug 03, 2009 3:01 am |
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Posts: 59

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Post subject: Remainder of 2nd Battle w/ Rule #4
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Well Swarbs....it didn't go well for the UK & Friends because my dice...well, let's just say that in one stretch of 27 dice. I didn't roll higher than a 3, which included a 15d Hood broadside.
However, and more to the point, as went the aircraft...another likable aspect of this rule that I didn't originally list, is it seems to make aircraft last much longer. In both battles, we each had more than half of our aircraft still going at the end. Admittedly, in battle #2 this is mainly because the Ark Royal was the only ship I had left.
The real reason I was pondering changing this rule at all is because I want to make aircraft more survivable & be able to make an impact for longer durations so as to incorporate it as one of many rule variants for a campaign batlte I'm working on for Guadalcanal (I not only own every piece of WaS, I also have every piece of AAM as well, and I intend to blend the 2 together).
I find it lengthens the game time by making players put much more thought into where to place their aircraft & where to move their ships, and it just adds all sorts of flavor like a Reese's Peanut Butter Cup. Just as you're about tired of chocolate...POW...there's the pb.
Anyway, please try it out, and let me know what you think. & thanks for the welcome to the forum. _________________ Gatling guns? We don't need no stinking gatling guns slowing us down." G. Custer, 1876 |
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Mon Aug 03, 2009 6:17 am |
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Posts: 110

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Being the "friend" that played with Jeff, I have to say that these rules really added a lot of fun to the game. Honestly the game went back and forth a couple of times and in the end I lost, but had the funnest WAS game to date. (A couple of outstanding rolls exceeded my Vital armor on 2 undamaged BBs and really crippled me, I think one roll had something like 22 hits). But overall the game was balanced and a lot of fun.
Rule 4 really is essential, I stayed in the game simply because he could never hit me with his land based aircraft. we had a small Malta theater game and I played Italy and he was a mixed Commonwealth fleet that had a +6 initive over me for most of the game. Needless to say I never once won Initiative but I was able to hit his Ships with my aircraft often enough to keep me in the game since I was evading the majority of the his airstrikes. By not having a carrier I was forced to split my Land Based aircraft in half so that I had sorties being ran every round. This is before we added in rule "4", I felt aircraft became a bit nerfed at this point, and agreed that the addition of rule "4" helps move the game along more quickly and keep air power important. If the rule totaly nerfed airpower, why bring planes to begin with?
I really like the added strategy that it brought to the game. There were a few times I was able to lay traps and spring them, and a couple of times that he figured they were traps and avoided them. Granted a lot of times my planes ended up being aborted, but still that happens in the regular game. I felt it kept me into the game more and constantly thinking through my next moves and how my Sea movement phase would effect my aircraft placement. Plus it is fun to try to out think your oppent, which is exactly what an Admiral would do with his fleet. Of course we already do this while playing the game, but this makes a pretty shallow rule set even more intriguing and adds some much needed(IMHO) depth.
I think these are great rule changes and I believe they might even to my own personal detrement remove some of the "cheese" from my American air power. Nice Job Jeff! |
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Mon Aug 03, 2009 6:31 am |
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