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cealigh the MadScot

Hidden movement rules

Some rules ideas about concealed movement:

Concealed Movement:
After building your fleets, instead of placing the ships on the game board use labeled chits designating ship type /class face down so the blank side is facing up. Following standard rules for ship placement set up your fleets on the table using the chits.  Move chits as per the stats for the ship(s) in question.

When drawing chits necessary for your fleet also draw 4 extra chits.  Select choice of various options “false contact”, “Radar Haze”, “Radar Shadow”, “Whale Pod”.
place these chits any where on the table on your own side.  When placing these alternate chits they may be placed on Islands or on any type of terrain.

The chits represent radar return contacts, so you only a general sense of what may be out there.  Only until direct LOS is obtained & using the mark one eyeball can you determine exactly what the contact really is.  

Determining LOS VS Radar contact:
When a unit is at the maximum range for ships main guns, then any chits within sector range is turned over & revealed.  In general naval vessels LOS for revealing radar contact chits = max main gun range.  Aircraft always have radar revealing LOS at two sectors beyond the sector the unit is in.  Meaning that Aircraft will always reveal the actual unit(s) & at that point the actual miniature(s) are placed on the game board,
Naval vessels reveal the actual miniature when one sector away from the contact.  

The Chits
Chit types are as follows:

BB = Battleship or any ship identified as a Battleship on the stat card front.
BC = Battlecruiser or any ship identified as a Battlecruiser in the description on the back of the card.
CA = Cruiser or any ship identified as a Cruiser on the stat card front.
CL = Light Cruiser or any ship identified as a Light Cruiser in the description on the back of the card.
CE = Escort Cruiser or any ship identified as an Escort Cruiser or Cruiser Escort in the description on the back of the ship stat card.
DD = Destroyer or any ship identified as a Destroyer on the stat card front.
DE = Destroyer Escort or any ship identified as an Escort Destroyer or Destroyer Escort on the ship stat card front or back.
CV = Carrier or Fleet Carrier or any ship identified as a Carrier or Fleet Carrier in the description on the stat card front or back.
CVL = Light Carrier or any ship identified as a Light Carrier in the description on the front or back of the stat card.
CVE = Escort Carrier or any ship identified as an Escort Carrier in the description on the front or back of the stat card.
SS = Submarine or any ship identified as a Submarine in the description on the front of the stat card
AUX = Auxiliary or any ship identified as an Auxiliary in the description on the stat card.
PB = Patrol Boat or any ship identified as a Patrol Boat in the description on the stat card.

Other Chits:
False Contact:  This can be anything from a clutch of small fishing vessels to a flock of seagulls or chaff.  Mark 1 Eyeball is required to positively ID the radar contact.  It might be best to send out a recon unit just in case.
Radar Haze:  Radar is showing some sort of return, but it’s fuzzy and un-defined or an anomaly that is jamming the radar.   Mark 1 Eyeball is needed to positively ID contact.  You might want to send a recon unit to investigate.
Radar Shadow:  Radar is picking up either Heat thermal signatures or a massive cold front and it is sending back returns.  It looks like there may be some bad weather brewing in that area.
Whale Pod:  Well genius, you managed to pickup a pod of whales moving thru the sector.  But just to be sure, you might want to send out a recon flight just to make sure the enemy isn’t hiding a real sub in the same area.  

Battle map feature Terrain Chits:
Squall:  Option: one player rolls 1D6 for the number of squalls in the game.  Squalls are divided between each player then placed by both players at map set-up.  One option with this is to have each player alternate placement, or placed per a pre-agreed scenario being played.  Players will alternate rolling for movement of the squall(s) on the map.  Which ever player wins the initiative, rolls for squall movement.  Squalls move 1D4 sectors.  Roll 1D6 for direction, predetermining position 1 on the map thru common agreement with the players involved.
One addition that we used was prior to rolling the direction, roll 1D6 and on a 1 or 2 the squall expanded by one sector (player's discretion) then movement was rolled.  This of course added more steps into the game and it did increase game play time, so if you are in a hurry to play thru a game then adding any terrain effects may not be for you.
Aircraft cannot enter or launch from any sector that contains a squall.  This means that aircraft cannot attack any target unit that is located within a squall, and Aircraft carriers or Island based Airfields cannot launch aircraft if located in a squall.

Fog: Fog is placed by the GM at the time of map set-up, or per scenario being played.  Players will alternate rolling for movement of the fog or if the fog dissipates.  Which ever player wins the initiative rolls will determine fog effect.  if fog moves then it moves one sector per turn in direction indicated by die roll.
After turn 2, the player winning initiative rolls 1D6, on a result of 1-2 fog expands to one adjacent sector (Players choice), 3-4 fog moves one adjacent sector (Players choice), 5-6 Fog lifts and all Fog chits are removed from play.

Smoke:  All Naval vessels are capable of laying smoke.  Vessels that have “Lay Smoke” as a special ability still have that ability, and performs as specified in the rules.  Ships with out the “special ability” may still lay smoke.  However the smoke only lasts until the end of the turn generated, and then removed from play.  The same rule applies as for ships with the special ability in that, the ship that is laying smoke may not make an attack during the surface attack phase of the turn, but may still shoot in the Air Defense Phase of the Air Phase.
Smoke is generated during the Sea movement phase and smoke is placed along the path of the ship generating smoke, therefore smoke may be placed in multiple sectors.
Determining:  N, S, E, W positions on the map
If not prescribed within a specific scenario the “North” direction, number the map sides beginning with the map section of one long end, then count sides clockwise for four sides.  Roll 1D6, on a roll of 1-2 = 1,  3 = 2,  4-5 = 3,  6 = 4.  The die roll result will indicate which position of the map is “North”, for the game.
An idea I had after typing out the rules is that a player could stack chits. therefore if a unit is within radar los only the top chit is revealed, so a player could put a alternate chit such as false contact, whale pod, radar haze & shadow on top & have actual unit under it.
Ideas about submarine hidden movement consist of using a chit to indicate the submarines position or using a plotting method to indicate the postion of the sub.  The only problem with that is it requires players to "write down" the plotted postion & movement of the sub each turn that it is hidden/submerged.  I would state that if there are aircraft within 1 sector or same sector as a submerged submarine then it is then spotted for that turn.  It would be possible that the sub could "Dive Deep" so the spotting aircraft can no longer spot the sub's "silhouette" therefore losing contact for the next turn.  If anyone has any other ideas please submit them under this thread.
In a separate posting under this topic thread, I will send the chit images that I generated using paint.
cealigh the MadScot

Concealed movement & terrain effects chits as done in pa

cealigh the MadScot

WAS unit identifier chits

cealigh the MadScot

Revision of the original chits made.   Now with airfields.  
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