Archive for Axis & Allies ForuMINI Specialised in the World War II Axis & Allies Miniatures and War At Sea Games
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Jameson
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Jameson's Tokyo Express RulesI was asked by somebody to post these again. They're lost somewhere in the subforum which is now exclusively for Custom Cards.
Tokyo Express is a campaign involving the Japanese vs the Allies. The objective for the Japanese player to deliver supplies to Kokumbona (E3) or bombard Henderson Field/Lunga Perimeter from D5. The Allied objective is to prevent this. Each player receives points for completing their objectives and sinking enemy ships. Points are added at the end of the game after all units on one side are eliminated.
Tokyo Express takes place at night, and therefore involves a few small changes to normal WAS rules:
-No aircraft
-Gunnery hits only on 5's and 6's. (6's still equaling 2 hit points).
-Torpedo's remain unchanged
Strategic Map
The above picture is the Strategic Map. At the beginning of the game, each player creates up to 5 Divisions by using a total of 500 points. They then PM their Division to a moderator. Japanese start the game at A1, Allies at C6. Each Strategic Turn(explained below) opposing players roll for initiative. Each player moves their divisions one space per Strategic Turn.
Strategic Turn
After rolling for initiative, players move their Divisions one space. Movement may be made horizontally, vertically or diagonally. After the initial deployment, there is a maximum of 2 divisions in each sector per player. If opposing forces are in the same sector at the end of the strategic turn, a normal WAS battle takes place to resolve combat. A maximum of 2 Divisions per player are allowed in each battle.
Building Divisions
Players may build up to 5 divisions. The maximum value per division is 250 points. Builds are revealed to the moderator, but are not revealed to the opposing player until the setup phase in actual combat. Players decide before the game starts whether to use the year limit 1942 or 1943.
Each side may only use a maximum of 5 submarines in total
-Japanese players may turn Destroyers into Destroyer Transports. They must be stated as such at the beginning of the game and can never revert back to their destroyer status. Destroyer Transports may not make torpedo or ASW attacks.
Organizing Divisions
At the beginning of your Strategic turn, if there are 2 friendly Divisions in the same sector, they may organize this turn instead of moving. Ships may be freely exchanged between Divisions. (Remember to PM your changes to a moderator if playing an online match).
Scoring:
The most basic way to score points is to sink enemy ships. When you sink an enemy ship, take the card for it. The value for the ships is the points you receive.
Allied players score double points for Japanese transports/Destroyer Transports sunk. (If the Destroyer Transport has previously collected points for arriving in sector E3, the Allied player receives no bonus).
Any Japanese transports that are in sector E3 at the beginning of the Strategic Turn are removed from the board and the Japanese player earns 10 points for every transport that makes it.
Any Destroyer Transports that are in sector E3 at the beginning of the Strategic Turn collect 5 points. They may continue to be used, but still suffer the penalties to their Torpedo/ASW attacks, and may not collect any more points.
If the Japanese player starts their Strategic Turn with unopposed Division in sector D5 with a Heavy Cruiser or Battleship present, they collect 50 points for the bombardment of Henderson Field and the Lunga Perimeter.
Victory
The player with the most points after one player's fleet is completely destroyed is the winner.
Allied Forces
USA
UK
Australia
Netherlands
(May be mixed and matched as the Allied player chooses)
vs Japanese Forces
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Jameson
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Here are the Map Sectors:
Unless otherwise stated below, the map used is a clear sea zone with no objectives.
Sector A2 Map 04
Sector A3 Map 05
Sector C1 Map 02
Sector C2 Map 01
Sector D3 Map 04
Sector E3 Map 06
Sector E4 Map 03
Sector D5 Map 06
Sector E6 Map 01
*To see the exact set-ups of the maps, see the WAS rulebook.
**Sector E5 is inaccessible due to shallow waters.
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Jameson
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Here is the FAQ:
How does the USS Cleveland's Improved Radar SA effect the game?
The Cleveland's improved Radar allows it to make gunnery attacks with no penalties. (May obtain hits on 4's).
How do I handle smoke screens now?
There are no changes to the rules on laying smoke screens.
How do I handle deployment if both my opponent and I entered a sector after a vertical move?
Japanese deploy to the West (left) and Allies deploy to the East (right).
I know there are no aircraft allowed, but may I still deploy aircraft carriers with no squadrons on them?
Sure champ, bring your Saratoga with it's 8" guns. Who knows, you might cause some havoc with her.
What about the Tone's Scout Cruiser SA?
Sure, you can use it. Those float planes were perfect for dropping flares at night. Hey, the American's get that Cleveland SA, you may as well get the Tone's.
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Greyh Seer
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Thanks for posting this. I'll update the link in the Unofficial Scenario list!
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