mutobear
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Newark Ohio campaignHere is my idea for a campaign. It does need to be polished up a bit. I put this out here for some constructive ideas.
Campaign War at Sea
Campaign setting.
This campaign for War at Sea is a year long campaign starting circa January 1942.
Historical limits will be observed. If a unit did not enter World War 2 before 1942 it can not be used until the date on the card has been reached. If a unit did not enter the war or was only a concept those units are not to be used. Graff Zeppelin is allowed. H-39, Montana class, Tillman, and Super Yamato class are not allowed. The auxiliary Jeremiah O'Brien is the only unit to be exempt from year restriction.
Affiliation.
Player will pick an affiliation Axis or Allied. Players will start the campaign with 200 points to build their fleet. French and Italian players can be convinced to switch sides. A player can change sides before, during, or after the game. The player changing sides can not can not change back for (10) ten consecutive games. The player changing sides can not inform ether side of the change until after the change has happened. Usually being shot at is an unfriendly act.
Historical limits.
During a battle if a ship that is historically restricted is destroyed it is out of the campaign and can not return. Example USS Washington is in battle with Tirpitz and gets vitaled and the player has a second Washington in his fleet the Washington that was destroyed is out of the campaign. Exceptions to this is air units, submarines, destroyers, escort carriers, freighters, and mtb/pt boat. Historical limits apply to the whole campaign.
Damage and repair.
If a unit has been damaged or crippled they can be repaired. Crippled units require longer to repair. A crippled unit will take (2)two consecutive games to repair at half the cost of a new unit. Example USS Washington was crippled and survived the last game player pays half the unit cost to repair the Washington will be out of the next game the player is in and can play in a later game. Damaged units that are not crippled are repaired at no cost for the next game.
Capturing a unit.
A unit can be captured during game play. The unit being captured must first be crippled during the previous turn. To capture a unit an opposing unit that is not crippled must be in the same sector. The player intending on capturing a unit must declare intent to capture and roll main gunnery from the unit assigned to capture. The roll is a normal roll with no modifiers if the result is a normal hit or greater the player owning the unit being captured must roll a die on a (6)six the unit is destroyed. If the unit is captured and the player has that unit or similar in collection player can repair under normal crippled ship repair. If the player does not have that unit player may use a proxy for that unit or a similar unit. Example: if USS Massachusetts was captured and player does not have a Massachusetts player may use Washington as a proxy.
Capturing Islands.
Players can capture islands. The island to be captured must be on your opponents side of the board. Only units with the “cargo” SA can land units.
Victory points
Victory points are awarded for unit destruction, units captured, islands captured, and objectives. Units that have withdrawn and units not destroyed are exempt from victory points.
Land units.
Land units are used for capturing islands. A soldier mini from the land game represents a squad of (10)ten soldiers. A tank mini from the land game represents (1)one tank. An island sector can only hold (5)five land units per side. A total of (10) land units total can stack on an island sector. Costing for land units are based on the land game.
Island airbase.
Island airbases can be used. Island airbases can be captured as part of the island. Any air units on the island airbase are captured and 3 rearming counters are issued to each air unit captured. Captured air units can come into play after rearming counters are removed. Island airbases can be built before or during game play after build cost is satisfied. Captured airbases can be used once captured if aircraft are assigned to the airbase up to its stacking limit. Kamikaze units can not be assigned to captured airbases or airbases that have just been built.
Research.
Captured units can be researched.
Forumini Commanders.
Forumini commanders can and should be used to enhance game play. If forumini commanders are used historical limits are to be observed. Commanders can not be captured or killed since there is no cost to use.
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Greyh Seer
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This looks very promising. There are deffinetly some gaps, but you have a great start.
I might do a "campaign turn breakdown" as the next part of this project to start to clear up some of the details.
Looks great so far! (I am especcially interested to see how changing sides works and how taking over islands works). Keep posting as you flesh this out!
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Greyh Seer
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btw: do you have any battle reports/ test runs that you have done on this? If so plz post!
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mutobear
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There is no battle reports to post since there has been no battles. It is hard to test run with only 1 player. However tests on just 1 island the results were good. I have used island airbases in the past with positive results. There is a post on another thread that has similar ideas I might barrow .
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Greyh Seer
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You certainly could run some solo test games or I'm sure members of the community would not mind playtesting some with you. Heck, I'd volenteer once you've polished it up a bit.
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mutobear
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First battle test went well. It was 150 points of ships per side and for the Allies 29 points of land based and 24 points for the Axis. I will have a full battle report after I translate my shorthand.
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Greyh Seer
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Sweet! Looking forward to it!
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