Archive for Axis & Allies ForuMINI Specialised in the World War II Axis & Allies Miniatures and War At Sea Games
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wickett,jedi rock thrower
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caimpaignsi was thinking of trying to get a campaign running in my local area with the peeps i play with but we weren't sure how to/how many point you gain each week to replace your losses. now granted we will be throwing historical limits out after the first round of play so you could build 6 Iowas if you so chose. but we wanted to try something different and were wondering if anyone out there had any ideas or for that matter had a system already done. 8) thanks for the help in advance.
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Sink the Bismark
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Check out the grandest fleet campaign. Two threads down.
http://aaminis.myfastforum.org/about247.html
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Aquarius
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We used to use this campaign at the FLGS:
Island Conquest Campaign for Axis and Allies “War at Sea”
By Game Empire San Diego
The Premise
This campaign is designed to allow players to play “War at Sea” with a series of linked battles. The premise of the campaign is the control of a series of islands fought over by 2 teams. Each player will own 3 islands they will name themselves. There is a distinctive difference between “Owning” an Island and “Controlling” an island. Players will always “Own” their 3 islands, to control an island a team must have more combat points on an island than the other team. Combat points are delivered to islands by capturing objectives; this will be explained in greater detail later. The campaign starts with all islands having 0 combat points on them. No single battle will have over 200 points (plus a possible bonus unit) so players will not need a significant number of models to play.
Setup
Each player picks a fleet nationality they are the following.
American/Australian (Allies)
British/Australian (Allies)
German/Italian (Axis)
Japanese (Axis)
Up to 25% of your fleet may be drawn from your allies other fleets. French ships may also be taken as allies for Axis players.
At the start of the campaign players must construct on paper 600 points of ships. These points should be divided between five fleets. An attack fleet of up to 200 points, 3 Island defense fleets of 100 points each, and finally a reserve fleet of 100 points. Any single fleet you field in a battle can not violate the historical limit but your total fleet of 600 points can. In addition, each player may designate up to half of his or her starting cruisers as “immortal”. No more then one cruiser of any single class may be immortal. These ships must be designated with a “I” or “Immortal” on your ship roster.
Keep in mind when building fleets there are some unique rules. No player may have more then one capital ship per 100 points or fraction thereof in any single battle. A Capital ship is any Carrier with a capacity of 3, or any Battleship. Destroyers and PT Boats automatically recover after any battles.
Each player then selects 3 unique islands which they “Own”.
Playing the campaign
Each turn players decide how and if they are going to defend their own islands and launch up to 1 attack at an island they do not CONTROL. A player may not attack an island they own AND has no enemy combat points on it. Each SIDE launches attacks to retake their ‘own’ islands, with Allies starting on odd turns and Axis on even turns. This is followed by responses to those attacks. Finally, players launch attacks on enemy ‘owned’ islands.
The Campaign turn
Step 1: Players secretly distribute their points to protect their islands and attack.
At the start of each turn players secretly assign their ships to the following 3 areas
Each Island you own may not have a garrison fleet of more than 100 points (you may not assign a garrison fleet to an island you do not control)
Your one reserve fleet may not be larger than 100 points
Your attack fleet may not be larger that 200 points or smaller than 50 points unless you are not attacking.
You may have up to 30 “floating” points.
Step 2: Sides take turns declaring if they are attacking their own enemy controlled islands. A side may only launch as many of these special attacks as half their number of players rounded down. The opposing side may then defend these with their own attack fleets.
Step 3: After all players have assigned their fleets, teams discuss amongst themselves what islands they plan on attacking. No single Admiral may be attacked more than once in a turn. After an attack is declared the Island Owner reveals the size of the garrison there and the attacker announces the size of his attack fleet. The defender may then choose to commit his reserves to the fight or not. If there is no defense the attacking player immediately places 15 combat points on the Island. If there is a defense than players play a standard battle with the following modifications.
Step 4: Naval action
If either player has over 100 points in the battle than the battle is considered a 200-point battle. Whatever points players are short of fielding the 200 points immediately score on the opposing side.
Generate a map using the rulebook.
The team that “Controls” the island may roll a D6 on the “Island Control table”
1- +1/-1 flag cumulative
2- 1 free submarine
3- 1 free air wing of 9 points or less
4- Gun Emplacements, pick any single island on your side of the table, middle is ok. It has a 3 range 5-die gun attack each turn. The statistics are 5 armor/10 vital armor /5 hull (AA 3) with concealment special rules.
5- Landing Field, pick any single island on your side of the table, middle is ok. The island has the capacity to support 2 air wings of any type like a carrier. It has 5-armor/10 vital armor/5 hull (AA3)
6- Radar station. Regardless of who has initiative, a player with this may nominate 1 ship/sub each turn that may move last
For each objective a player captures, 5 combat points for that side is assigned to the island automatically.
Play to standard victory point conditions.
In addition, if at any point of a battle a player no longer has any surface ships, the opposing player immediately scores the equivalent of an objective.
The game ends 2 turns after the last objective is taken. Winner by points remaining in the battle.
A player that has lost 50% of his fleet may automatically disengage at the beginning of his turn. If he does he recovers all units off the board and the opposing player auto captures the remaining objectives.
At the end of the battle mark off all destroyed units from fleet rosters except destroyers and PT Boats. Destroyers and PT boats automatically recover after every battle.
Immortal cruisers recover after every battle. See setup.
Island hexes may not contest objectives.
Step 5: Combat point resolution.
During this step islands that have combat points from both sides on them duke it out. If the ratio between the 2 forces is 1/1 each side loses 5 points. For each ratio multiplier the smaller force losses an addition 5 points so it its 3/1 one side loses 5 points the other side losses 15 points.
Step 6: Determine Island Control.
That side now controls any island that has majority of either side’s combat points on it.
Step 7: Determine Victor
If either side controls a number of islands equal to that side’s number of players times 2, then that side wins. If both sides meet this condition, then the side with the most controlled islands wins. If still tied, then the side with the most total number of capital ships remaining wins.
But that kind of fell apart, as after the first one or two turns it got really one-sided. So I wrote this campaign:
Campaign for Axis and Allies “War at Sea”
By Aquarius
The Premise
This campaign is designed to allow players to play “War at Sea” with a series of linked battles. The campaign will start in 1939, and each turn will represent one year of fighting. For each battle that a player wins, he adds one to his score. For each battle lost, one is subtracted. The campaign will finish at the end of 1945. The player with the most points for his score at this time will be declared “Commodore of Game Empire”.
Setup
Each player picks a fleet nationality (one of the following).
1. American/Australian (Allies)
2. British/Australian (Allies)
3. German/Italian (Axis)
4. Japanese (Axis)
You do not have to remain with the same specific nationality the whole time; however, you must stay with the same side (Axis or Allies). Up to 25% of your fleet may be drawn from your allies other fleets. French ships may also be taken as allies for Axis players. On the first turn, players may agree to play either a 200-point fleet or 300; starting in 1940, only 300 points or greater games are allowed.
At the start of the campaign, only those units with dates in 1939 are available. This means that there will be no Americans or Japanese in the early battles. At the start of the second turn, units in 1940 will become available; on the third turn units in 1941, etc. On turn 3, American and Japanese units will become available for use.
Keep in mind when building fleets there are some unique rules:
1. No player may have more then one capital ship per 100 points in any single battle. A Capital ship is any carrier with a flag bonus of 2, or any battleship (For the campaign, battleships are defined as having an armor of at least eight).
2. The British/Australians may use the PBY Catalina and SS Jeremiah O’Brien throughout the game and the USS Barb until 1943 (when the Truculent becomes available).
3. There is no date limit on German submarines.
4. Historical restrictions must be followed when building fleets 300 points or below.
Playing the campaign
The highest ranked Axis player will play the highest ranked Allied player, the second-highest Axis player will play the second-highest Allied player, and so on and so forth. A player’s rank is determined by the number of battles he or she has won. If there is no opponent for a player, then he or she plays the next lowest ranked player. No player may play more than one game per turn.
The Campaign turn
Step 1: Players figure out whom they are going to battle with and which units are available, based on the year.
Step 2: Naval action
1. Players make their fleets (200 or 300 points before 1940, 300 points or greater after) (Do not have to be the same each time).
2. 2. The side whose player is currently the top ranked rolls a D6 (If there is a tie, both sides roll). All of the players on his side get:
1- +1/-1 flag cumulative
2- 1 free submarine
3- 1 free air wing of 9 points or less
4- Gun Emplacements, pick any single island on your side of the table, middle is ok. It has a 3 range 5-die gun attack each turn. The statistics are 5 armor/10 vital armor /5 hull (AA 3) with concealment special rules.
5- Landing Field, pick any single island on your side of the table, middle is ok. The island has the capacity to support 2 air wings of any type like a carrier. It has 5-armor/10 vital armor/5 hull (AA5)
6- Radar station. Regardless of who has initiative, a player with this may nominate 1 ship/sub each turn that may move last.
3. Play to standard victory point conditions.
4. In addition, if at any point of a battle a player no longer has any surface ships, the opposing player immediately scores the equivalent of an objective.
5. The game ends 2 turns after the last objective is taken. Winner by points remaining in the battle.
6. Island hexes may not contest objectives.
Step 3: Determine Ranking
If a player won a battle, he adds 1 to his name on the scoreboard. If a player lost, 1 is subtracted from his score.
Step 4: Determine Victor
At the end of 1945, the player with the highest score is declared “Commodore of Game Empire”
We have yet to try it out, even though I wrote it 4 months ago, as most of the players left after the first campaign started falling apart. It seems like the LGS kind of lost interest in WaS, leaving it up to the players to organize stuff.
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