Archive for Axis & Allies ForuMINI Specialised in the World War II Axis & Allies Miniatures and War At Sea Games
 


       Axis & Allies ForuMINI Forum Index -> WaS Clubhouse
Flakstruk

Clubhouse Optional Rules

With the couple of month until the Theater League, I though we might consider producing a Clubhouse Optional Rules set of house rules which are vetted, tested and agreed to.
I propose that the rules be limited to 4 to 6 in total, be simple to apply and do no change any existing mechanics.
The aim is to add an extra element of historical accuracy and chance to matches. It would be an opt in add on.

I propose that each clubhouse member may propose or second up to 3 rules
You may propose alternate versions or previously suggested rules, indicate which rule and perhaps why you suggest the alternative (in case the other person likes your idea better)

Once we have a good pool (8-10) of options available, we can do a more in depth selection process.

Proposed List:

Proposed & Seconded List:



Kicking things off with some suggestions...

Destroyer Picket: When a player rolls 10+ on the 2D6 setup roll, that player's destroyers may make a speed 1 move after both fleets have deployed. Destroyers moved in this way cannot benefit from any other deployment SA.

Extended Ranges: Extended Range attacks against Cruisers and Installations get -1 on each attack dice.

Strategic Retreat: At then end of any turn when all 3 objectives have been captured, a player may retreat any units in that players deployment area. If you do, you and you opponent score victory equal to half that unit and any other units based on the unit.
Flakstruk

For Discussions Sake

Destroyer Picket: When a player rolls 10+ on the 2D6 setup roll, that player's destroyers may make a speed 1 move after both fleets have deployed. Destroyers moved in this way cannot benefit from any other deployment SA.
Ideally, this is representative of the destroyers in your fleet acting a forward screen. Let's smokers and subhunters get into position a little quicker.
You loose out a touch if you've come with a rush fleet, but as it's a randomly activated most of the time it won't be a factor.

Extended Ranges: Extended Range attacks against Cruisers and Installations get -1 on each attack dice.
We all know that cruisers are the middle children of W@S, so a -1 on Extended Ranges gives a little bit of protection that might save having you cruisers dropped on turn 1 by nasty ER battleships. Once your in the thick of things it's as normal.

Strategic Retreat: At then end of any turn when all 3 objectives have been captured, a player may retreat any units in that players deployment area. If you do, you and you opponent score victory equal to half that unit and any other units based on the unit.
This is one of those things that gets kicked around periodically. In most matches it won't be a factor, but in the handful that come down to a few points, typically where your Airbuild hasn't quite finished the enemy off but you lack the surface punch to take the game.
It's a pretty big rule change/house rule so it needs some discussion.
SWO_Daddy

Flak, I mean no offense, but I'm happy with the rules as is.
Flakstruk

No problemo

Edit: I changed the thread title to "Optional Rules"
LcdrSwizzle

Flak, I like the idea. It certainly would add flavor to the games. If they don't ever make it into the clubs, these could be mentioned in the Scenarios/House Rules area?

       Axis & Allies ForuMINI Forum Index -> WaS Clubhouse
Page 1 of 1
Create your own free forum | Buy a domain to use with your forum