Archive for Axis & Allies ForuMINI Specialised in the World War II Axis & Allies Miniatures and War At Sea Games
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Rengokuy
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Minelaying RulesThe idea is, mine layers just can't operate in the normal game, they just wouldn't be cost effective. So the idea was a little skirmish before the main match, to allow the minelayers a chance to get to the opponents side of the map and do what they do best. The ultimate goal would to be 1 - Mine the opponets side of where you think theh objectives will be, 2 - Make box areas to trap ships in and 3 - Just drop mines everywhere and make it a nightmare for the emeny.
Of course, it would be light combat, with some Aircraft support and Destroyesr. Anyrate. We may as well discuss the rules as well. Then work on the ships themselves.
Setup
In addition to their regular fleet each player is allowed to build an additional x point fleet (known as the mine fleet) where x is 1/10th the build cost of the primary fleet size (1/10th is recommended, as long as both players agree, any point limit is allowed)
The mine fleet must contain at least 1 ship/sub with the "Mine layer" SA, the rest can be composed of Destroyers, Patrol Bombers, and any unit with the Minelayer or Minesweeper SA, regardless of class.
Setup is the same as a regular match. Units are deployed in the deployment zone on the players side of the map. SA's that allow the unit to deploy outside the zone may be used if the unit has it.
Here are a few to choose from, there are many many more
http://aaminis.myfastforum.org/sutra138104.php#138104
!!!!Optional!!!!
Any Patrol Bombers included in the primary fleet may be used for free in the mine fleet.
Any carrier based aircraft may participate in the mine fleet. For the games purpose, treat it as though on the Land Base. Declare what carrier they are based on. They are allowed to use any Expert Pilot ability on that carrier, as long as it applies to them.
BEWARE - If a Patrol Bomber or Carrier Based squad is destroyed in this match it will NOT be available for use in the main battle. Your opponent gets the Victory Points for it's destruction at the beginning of the main battle.
Minelayers
A minelayer is any ship, submarine, or aircraft with the SA "Minelayer X"
X is equal to the number of times this unit may lay a mine.
Minelayer - This unit can lay a minefield in the tile it is in at the end of the Movement phase. If this unit is an aircraft, then at the end of the Air Movement phase.
Before you begin
You will need a piece of paper and a pencil. Draw the grid out on it. Keep your paper out of prying eyes. Mark down what sectors you laid your mines in.
If drawing straight lines isn't your bag, then jsut print this out
(put link to mine map here)
If you notice your opponent (or yourself) move into a sector covered in mines inform them to resolve it. (more on that later).
This is based off of HONESTY. When the mine fleets are finished, keep your paper but you are not allowed to alter it in any way unless you still have control of a minelayer.
It is ok if you pretend to mark a field as to prevent prying eyes from knowing where your mines are, but remain honesty, any form of cheating (IE - moving minefields) is prohibited and will result in you forfeiting the match.
Playing the match
Lay some mines. There are no objectives to capture so don't worry about that. You are setting up the stage for when your fleet arrives.
It is recommended that the match only go for 6 turns, but if both players agree on a different limit, then it is allowed.
The game ends when....
The turn limit expires
Q - What if I destroy my opponents surface fleet?
A - You take your turns accordingly, ending the game now means you loose valuable prep time for your own mine fleet. Remember, your opponent can still use his carrier based aircraft and patrol bombers to harass you.
The Minefield
A minefield is activated when any ship, friend or foe enters it. Be careful not to sail over your own mines.
When a ship enters a field notify it's owner. The attack is treated like a 2 die torpedo attack. Fore each 6, 2 hull points are dealt to the ship. The damaged can be reduced by Torpedo Defense. Each nation will get its own SA's eventually, after rules are established.
After a minefield is activated, you may flag it with a token if you so desire. There are still mines there, any ships that enter that tile will have to resolve the mine attack. Steer clear of it, of sweep/clear the field.
When the game is Over
After your time limit expires, leave the map as is.
The main fleet has finally arrived, and fortunately for you, it seems the confrontation will take place over your freshly laid minefields, hope you placed your mines wisely!
A few things though...
Any ship that was still on the map is NOT allowed to claim an objective until it has returned to your deployment zone.
After both main fleets are set up in the deployment zone, if any of your ships are in range (not including extended range) they are viable to have a free shot against them. Think of it as the fleets setting up is the movement phase, and then there is a free gunnery phase before the main battle starts
Minesweeping
Becasue hitting them isn't always the best way to find one.
A minefield may be cleared by a Minesweeper. A minesweeper is any ship with the SA - Minesweeper.
SA - Minesweeper - This unit may only move 1 tile this turn, when it enters a tile declare you are doing a mine sweep. On a 2 or more it succeeds and the opposing player must say weather there are mines there or not.
Minesweepers are immune to the 2 die attack of the minefield. So don't tell the player the ship is in the field. Don't worry, they aren't invincible, keep reading to find out how they can blow up.
On the chance of a successful sweep, the Minesweeper automatically goes about clearing the field. Roll a two die, on the result of three successes, the sweeper strikes a mine while clearing them. She takes 2 points of torpedo damage. If this doesn't happen however, the field is clear and ships are no longer in danger from mines in this tile. (unless mines are laid there again)
It's over....
A word of Caution!!!!!!
Keep this in mind when you are planning to use these rules.
- Anything destroyed during the Mine Deployment battle will not come back. Your fleets aircraft could provide a good deal of power to the minefleet, but it could get taken out by your opponents airforce, leaving you lacking when theh main fleets arrive.
- The field will be covered in mines. Consider this when planning your primary fleet. There is not a need to hunt the mines, but you may wish to bring some fodder along with you in your power build, just to test a tile out before a more important ship sails there.
- You can hit your own mines! Nothing tells your opponent where a minefield is more than your own ship sinking.
- Minesweepers are very weak with poor AA and armament. But they are also very inexpensive, it may be worth bringing them along in your Minefleet to clear out any potential minefields before the fleets arrive..
- Minesweeping is dangerous. If you plan to sweep, don't be too dependent on only 1.
I lied, there is one thing left
For those of you who like playing with minor nations, take a look at this site
http://www.warshipsww2.eu/staty.php?language=E
There is a good chance that your favorite nation had both minelayers, and minesweepers. Just follow the stat guidelines on the Custom Card forum and you will have some ships.
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chesty
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Hey, Rengokuy!
There were mines suitable for delivery by Aircraft, Ships, and Subs, and they could be divided into Floating and Submerged types. I had an idea for how to play the Floating types, but I didn't mess with the Submerged ones. Since you've gone ahead and dived in, I'd like to offer what I came up with. Just FYI.
Floating mines, regardless of type, were best used to discourage pursuit or encroachment. We could use upside-down game tokens of some kind to indicate their location on the map. I was thinking of using damage counters, because they have numbers conveniently printed on them, but slips of paper would work as well. Each minelaying unit could be given values for how many counters and how strong the counters are. Then...
Ships entering a sector with a mine counter in it must immediately roll the number of dice shown on the counter, and damage is reckoned as you would for Torpedoes. Mines that don't hit remain in play.
Submerged mines worked best when enemy Ships could be lured into running into them unaware. Those are the ones that would require a secret map or something to keep track of. That's why I steered clear.
Well, I don't know if it's any help, but that's as far as I got.
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mutobear
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The paravane is a form of towed underwater "glider". It was developed by Cdr Usborne and Lt Burney financed by Sir George White, founder of the Bristol Aeroplane Company.
Initially developed to destroy naval mines, the paravane would be strung out and streamed behind the towing ship. If its wings or the tow cable snagged the cable securing a mine then the mine and the paravane would be brought together and the mine exploded harmlessly. The cable could then be retrieved and a replacement paravane fitted.
Most ships carried them including battleships.
I would have a rule that if a ship is engaged in minesweeping ops its speed is reduced to 1 till end of turn and the sector is marked as being mined.
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Rengokuy
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I was trying to keep it as simple as possible chesty. It's already a streach to have minelayer.
The general idea was to get base line rules down, then, give Minelayers SA's that altered the preformance of thier mines.
Like.
Magnetic Mines - Ships roll one extra die when resolving damage in a minefield this ship laid
or
Dual Mine (can't remeber it's exact name) A success deals 3 points of hull damage.
Tings such as that
I'm more of the idea that mines should be hidden, Just as in real life your opponent will have a pretty good idea where you put them, but isn't absolutly sure.
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chesty
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I would suggest that only Minesweepers can recover mines. I would also suggest that we come up with an SA that would let certain Ships clear (not recover) mines.
Edit... Crossed posts! Okay, I'm clueless on the hidden mine concept, so I'll leave that to you experts. I really think we need 'em.
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RAEVSKI
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What is your ratio for a mine counter?
1:20 ?
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Rengokuy
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20 - 30ish....
Those numbers allowed for the most operational ships.
I tihnk 20 is a good number
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chesty
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None by Subs or Aircraft?
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RAEVSKI
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Requinul, could carry 40, so 2 minings
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Rengokuy
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I think most aircraft are 1 tile by default.
Subs verry by capacity, same as ships. I don't think there would be too many subs over 2 though...but thats off the top of my head.
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chesty
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Would 3 Patrol Bombers carry enough mines to be in the same ball park?
About 20 mines, that is?
I'm anxious to see airborne mines, considering what they can do to the rush for the objectives. If they can squeak in as a 1, that would be good enough.
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mutobear
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| chesty wrote: | Would 3 Patrol Bombers carry enough mines to be in the same ball park?
About 20 mines, that is?. |
Yes
I found an article published in the World War 2 magazine. The USAAF and the USN performed aerial mining mostly on Japanese controlled ports and harbors.
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chesty
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Seems to be some interest in mines, lately. Are we getting a Minelayer in the next set, or something?
I still think counters are easier to work with than maps. I'm not saying we don't need hidden mines. I'm just saying that the floating kind of mines would be easier to do with counters.
You put a counter with a number on it on the map. When Ships enter that sector, they roll the number of dice shown on the counter. Done.
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