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chesty

Meeting Engagements

What about meeting engagements?

I've noticed that a lot of people don't bother with any objectives, other than inflicting maximum damage. I don't know how other people score such brawls, so I thought I'd offer the method I've worked out and see if others are doing anything similar.   Very Happy

Originally, my opponent and I would just fight to the death. When that got boring, we tried to keep track of hits with various KISS-defying schemes. When those got too complicated, we went back to just counting the units that were confirmed as sunk or destroyed.

When you sink or destroy a unit, you earn as many points as the unit is worth. For example, shooting down a Devastator would get you 9 points. Sinking the Bismarck would get you 53 points.

You can remove your own units from play, but they can't come back. Your Aircraft and Submarines can be removed from the map whenever it's your turn to move them, no matter where they are. Ships have to be on an open edge of the map (no shoreline) before you can move them off.

Game ends when you can no longer attack each other. Player who sank or destroyed the most points wins.

How's that?
Greyh Seer

Re: Meeting Engagements

chesty wrote:

You can remove your own units from play, but they can't come back. Your Aircraft and Submarines can be removed from the map whenever it's your turn to move them, no matter where they are. Ships have to be on an open edge of the map (no shoreline) before you can move them off.

Game ends when you can no longer attack each other. Player who sank or destroyed the most points wins.

How's that?


My cousin and I use similar rules.  But we never did the submarines like that.  I may have to add that idea to our games!
Duck Crusader

This is the one we used to do a lot:

http://aaminis.myfastforum.org/about513.html
chesty

Duck Crusader wrote:
This is the one we used to do a lot:

http://aaminis.myfastforum.org/about513.html


I'll have to try this out.  Looks interesting.   Very Happy
chesty

Re: Meeting Engagements

Greyh Seer wrote:
My cousin and I use similar rules.  But we never did the submarines like that.  I may have to add that idea to our games!


Yeah, I forgot to mention that we don't allow each other to pull a Sub if there's an enemy Destroyer local or adjacent. Once they're clear, though, we figure subs can sneak away. If you've already played games with similar rules, you probably noticed that hitting and running becomes an art-form. It's definately different.   Very Happy

Just out of curiosity, how do you and everyone else do meeting engagements?
Jaybird

As i too have found the all out blast one another to h3ll to be too boring I have begun to play a little more "long term".  You start out by either buying a total fleet of say 1,000 pts or just what you have in personal inventory. Next is the creative part. Create a campaign. Make it around 4-6 (maybe even more) scenerios. Each scenerio has a point limit (I've done from 75-600 pts). Loosley model each one after a historical naval battle, perhaps the coral sea, midway, hunt for bismark, racing down "the slot" at night to drop off troops with destroyers, just be creative. Incorporate night and day fighting in scenerios (3 round day follow by 3 of night-allows to play on strengths & weaknesess). Allow units to retreat at any time. Damaged units may return each new scenerio with one dmage reoved. Of course you must incorporate either points to come up with an overall victor, or make it a "changing" campaign to see who can ultimately land Units (objective marker or a&a solders) on the oponents home land. The idea here is to make the victor of a scenerio the offensive force for the next round, potentially eliminating the opponent in the long run. Playing like this allows for more strategy and realistic use of ships since you don't want them lost for potential future battles.
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