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The_lucky_Y

Updated game rules for the campaign grandest fleet

Special thanks to Eric Marino who invented  this variant

another applause to my gaming group that spends dozen of hours test
gaming to fit out the rules and fill the gaps etc etc.

actual updated rules on one place

Initial deployment points: 50

- use up as many points as you can
- you can spend initial points for upgrades too
- no battleship and other vessel with extended Range is
  allowed in the setup
- no Carrier is allowed in the setup
- use both sets including foruMINI custom cards for missing units
- be sure that you include auxiliary vessels because you
  need them to seize neutral islands.

- UK forces use USN auxiliary
- Italian forces use Kinai Maru/Nordmark
- The Scenario starts on January 1941(Atlantic/med battles  1940) and all
  units with 1941(1940) year and older are allowed to deploy.
- after one normal turn rules are the same as in normal WAS games the
  time shifts to next odd month(in this game round 2 are in march 1941)you also can use monthly flow instead

Stacking limits

-in every sector you can place surface vessels for max 7 point total
after 1943 stacking increase now abandoned
- Battleships: 4 points
- Cruisers/Carriers  with capacity above one plane : 3 points
- Destroyers/Carriers with capacity of one plane : 2 points
- Auxillary and Vessels with shallow draft: 1 point
* in every sector you can place one submarine
* in every sector you can place aircraft for max 6 point total per side(axis or allies)
- pre 1943 aircraft  uses up one point
- post 1942 air units use 1,5 points
- large sub pen allows to place an extra submarine in its sector

Determine Income

- each city had its own income, no transfer allowed
- each hull point minus actual damage points remaining is
the income in construction points

Upgrade cities, Repair cities and build new units

- each city can repair either one hull damage or build
 one point hull upgrade
- repairing one hull damage in a city cost 5 points
- upgrades w/o hull upgrade are unlimited to build
- build new units you must have the the correct upgrade that
gives access to build one (no subs w/o sub bunker for e.g.)
- unlimited in build up queues except stacking limits
- land airfields and bases have their own stacking limit that
 decreases the normal limits for basing aircrafts


Build a ship

* first you must have the correct amount of points available, you can
  include the income from the current turn also.
* then you must have the access to build the unit(battleships can only laid
  down in a shipyard)
* If you lose a capital vessel you cannot rebuild it except there are sister
  ships in class(for e.g. if Missouri goes down, USN player can only built
  the Iowa, Wisconsin or New Jersey now)
  *All units start in the Island sector in that they were  
  initially laid down, repaired or purchased  

* if you lay down a ship, place as many rearming counters next to that  
  ship as that ships hull points have(a Iowa has 6 hull point so you place 6
  rearming counters next to that Iowa)
* every following turn you remove as much rearming counters as your
  upgrade allow.
* note that you can also remove rearming counters in the same turn
      where you purchase the unit if no other units are currently under  
       construction in the same place

* construction queue finish older contracts in favor of new ones in case
  of decisions
* a dock allow to remove one rearming counter from one ship.
* a shipyard allow to remove two rearming counters from
  one ship or one rearming counter  from two different ships.


Initiative, movement and combat follows the normal WAS rules but
this scenario have a couple of new rules  listed below


Exceptions during sea movement

- ships w/o the SA shallow draft can enter island squares that contains
 one city of the same faction with the upgrade dock or shipyard.
 movement stops  after entering one island sector.
- submarines can enter if the island have the upgrade sub bunker

Aircraft do have range, to keep it simple

-Aircraft with loiter SA get 24 square range
-Patrol bomber get 18 square range
-Patrol torpedo bomber get16 square range
-Fighters get 18 square range
-other airborne Bomb attacks get 14 square range
-other airborne Torpedo attacks get 12 square range
- keep track on which place they come back in air return phase
- no kamikaze move allowed except of the kamikaze units

Odd things on air attacks

 fighters can be assigned to one of  following  duties:

* strafing with the normal penalties
* escort the own bombers/torpedo bombers
* escort the own fighters(works equal as escorting bombers)
* fight against enemy fighter
* fight against enemy other aircrafts
* if two fighters from one side  on escort in the same sector they escort each other too
* the SA Escort works for fighter too, without the SA you cannot escort any of your own aircrafts


How to seize an neutral island

- Auxiliary can made a torpedo style attack at range 1 with dice equal to
 its current cost against neutral cities , if you hit you occupy the neutral  
 city and get an normal city w/o any upgrades and damage.
- remove the successful attacker from the game and add its total cost  
  towards the initial stock of that island

Odd things for surface attacking

- all units in a city w/o rearming markers can make normal
  attacks and can be attacked as they are in open seas
- attacking an island you can chose which target you want to
  attack (defender may use scramble for defense)
- torpedo attacks vs an island itself or Ships under
  construction/repair are prohibited


Scramble for defense

trigger after the end of the last players sea movement step

*If a enemy ship approaches towards one of your island into possible
 range of attack you may declare scramble for defense after the sea
 movement step for all units that are currently under construction or
 repair on that island.
*remove the rearming counters from ships under construction or repair
 and replace each rearming marker with a 1 damage counter.
*all units that scramble for defense get a -1 penalty for gunnery attacks
 this penalties stack with other penalties.
*submarines cannot scramble for defense
*units that scramble for defense cannot move under any circumstances.
*units that scramble for defense does not benefit from repairs or  
 construction in  following turns until you declare further repairs and
 construction as stated in the rules.

Results from damaging islands

- normal hits on cities  give them a hull damage marker
- vital hits on cities remove one upgrade of
  your (attacker)  choice
- if upgrades are removed that give access to build units  
  remove all units that are affected by this and that have  
  more than one rearming marker remaining.
- Ships are excluded from the effects of removed
  docks and remain in the game.
  The rearming markers that remains on the affected ships
  would replaced with the equal number of damage markers
  plus one extra damage marker.
  The affected ships also considered as beached, cannot
  shoot back in the same turn and cannot move until the
  island build up a new dock.

- if the last upgrade ever is removed from the city and hull  
  damage is equal to remaining hull points remove the entire    
  city from the game including the left over money.
- You can not  replace removed cities with anything



Repair a ship

*move the damaged/crippled ship into the matching yard/dock.
*to announce a repair action place now one rearming(repair)
  counter next to the ship that undergo repairs.
*at the beginning of the following turns you remove as much
  damage counters  as the dock/shipyard allows, if the last
  damage is removed then remove the rearm(repair) counter
  too, but the ship cannot leave the port this turn
  (simulate the outfitting for the next sea turns)
*Each damage that would be removed cost as many point from
  the stock equal the repaired ship total hull
  points
,if the island cannot afford the cost of further
  repairs the repair is delayed until there is enough stock or
  repairs are canceled.
*a shipyard allows repairing two hull points for paying only
  once the equal of the ships total hull points.
 For e.g.repairing the Nagato would cost 5 points
  because Nagato had 5 hull points total.
  Repairing the Baltimore would cost 3 points because
  Baltimore had 3 hull points total.
The_lucky_Y

Status/upgrade  sheet

starting city comes up with airbase and shipyard already build.
(you can start with fewer upgrades on the starting city but
  at least a dock and a airfield is required)

---------------------------------------------------------------------
Basic neutral City

[ 3] Armor
[ 6] Vital Armor
[ 5] Hull Points

This unit builds upgrades at a rate of one hull point
per turn.

Upgrades that not increase hull points are unlimited to build in one turn.

This unit earns one  point for each hull point it
has minus actual  hull damage markers

This unit may repair itself for one hull point at a cost
of 5 points once per turn

this can only be destroyed if there no hull points and no upgrades remaining.


----------------------------------------------------------------------

Dock upgrade cost 5 points

[--] Armor
[--] Vital Armor
[+1] Hull Points

This unit builds Ships at a rate of one hull point
per turn.
give access to build cruisers,destroyers and smaller
can only repair cruisers, destroyers and smaller

----------------------------------------------------------------------

Shipyard upgrade cost 15 points

[--] Armor
[--] Vital Armor
[+2] Hull Points

This unit builds Ships at a rate of two hull points
per turn.

give access to build battleships
can repair all ships

This unit must replace the dock

If this unit is destroyed replace it with the Dock.

----------------------------------------------------------------------
Submarine bunker upgrade cost 15 points

[--] Armor
[--] Vital Armor
[+1] Hull Points

This unit builds submarines at a rate of one hull point
per turn.

gives access to build and repair subs
--------------------------------------------------------------------------
Large Sub pen upgrade cost 20 points

[--] Armor
[--] Vital Armor
[+1] Hull Points

This unit builds submarines at a rate of two hull point
per turn and allow to stack an additional sub in the sub pen´s own square
This unit replace the Submarine bunker.
If this unit is destroyed replace it with a submarine bunker

----------------------------------------------------------------------
Airstrip upgrade cost 10 points

[--] Armor
[--] Vital Armor
[+1] Hull Points

This unit builds Aircraft at a rate of one hull point
per turn.

This unit may base one carrier based aircraft
cannot base patrol bombers w/o loiter SA
gives access to build patrol bombers with the SA loiter and
aircraft that can be based on carriers.

----------------------------------------------------------------------
Airbase upgrade cost 15 points

[--] Armor
[--] Vital Armor
[+2] Hull Points

This unit can build two hull points at the same turn
This unit may base two aircraft of any type
gives access to build aircrafts of any type

this unit must replace the airstrip
----------------------------------------------------------------------

Light AA-guns upgrade cost 10 points

Attacks  |0|1|2|3|
Anti-Air |6|-|-|-|

[--] Armor
[+1] Vital Armor
[--] Hull Points

This unit allows your city to make one AA attack

-----------------------------------------------------------------------

Heavy AA-guns upgrade cost 15 points

Attacks  |0|1|2|3|
Anti-Air |7|-|-|-|
Main    |-|-|-|-|
2nd     |-|-|-|-|
tertiary |-|-|-|-|


This unit allows your city to make an attack against
two aircraft in its hex

this upgrade must replace the light AA guns

If this unit is destroyed replace it with the light AA guns

--------------------------------------------------------------------------
Early Warning System upgrade cost 20 points

Attacks  |0|1|2|3|
Anti-Air |8|7|-|-|

This unit allows your city to make an attack against
three aircraft in its AA attacking range

this upgrade must replace the heavy AA guns

If this unit is destroyed replace it with the heavy AA guns

----------------------------------------------------------------------
Poor Coastal Defense upgrade cost 10 points

Attack |0|1|2|3|
Main     |5|5|4|-|
2nd      |-|-|-|-|
Tertiary  |-|-|-|-|

[+1] Armor
[+1] Vital Armor
[--] Hull Points

*coastal defense have facing drawn from the center of the
  city square through the squares that have straight facing
  towards the location of the gun.
* each coastal defense can only fire in the direction of its
  facing.
*You can place up guns  to six different  locations on each
  island, remember that only the stats of the best upgrade
  counts towards the city stats

----------------------------------------------------------------------
Good Coastal Defense upgrade cost 15 points

Attacks |0|1|2|3|
Main     |8|8|7|6|
2nd      |5|5|4|-|
Tertiary  |-|-|-|-|

[+2] Armor
[+2] Vital Armor
[--] Hull Points

this unit must replace the poor coastal defense

If this unit is destroyed replace it with the
poor coastal defense

----------------------------------------------------------------------
Great Coastal Defense upgrade cost 20 points

attack | 0| 1| 2| 3|
Main     |12|12|11|10|
2nd      | 8| 8| 7| 6|
Tertiary  | 5| 5| 4|--|

[+3] Armor
[+3] Vital Armor
[--] Hull Points

Extended range 4:
If this upgrade is in a undamaged city it can make a range 4 main gun attack using its range 3 attack value.

this unit must replace the good coastal defense

If this unit is destroyed replace it with the
good coastal defense
--------------------------------------------------------------------
Coastal Torpedo Launcher upgrade cost 12 points

Attack | 0| 1| 2| 3|
Torpedos |2|2|1|0|

[--] Armor
[+1] Vital Armor
[--] Hull Points

This unit can fire in each direction there existing coastal guns can fire
Only one launcher per Island is allowed.

---------------------------------------------------------------------





to keep track of the Income/upgrades use counters/coins or  pen and paper
babs

Looks very interesting.

I myself had similar ideas. I would have joined If I wouldn't go on holidays next week.

Babs out!
Aquarius

I moved this per Lucky_Y's request.
The_lucky_Y

edit because obsolete content
The_lucky_Y

content moved to the top
The_lucky_Y

here some pics from our shop playing table during one match .

notice that the Islands and the table are made by the shop owner , I made only the little 3D chits that are placed around the islands and on the islands.


here the IJN Player(me) with his starting setup:


By The_Lucky_Y

1x Shokaku+ 1 val and 5 Kinai Marus


my Opponent(USN)starts with following:


By The_Lucky_Y

1x Hornet  6x Jeremiah o´brien and one catalina.



3 turns later:


By The_Lucky_Y

main island just build up an submarine bunker and produce 2 Zekes too

first occupied island for the IJN:


By The_Lucky_Y


USN did not sleep and do this:


By The_Lucky_Y
The_lucky_Y

build another Carrirer:



By The_Lucky_Y


USN decides to pull some shipborne AA



By The_Lucky_Y


first confrontation:


By The_Lucky_Y


my counterstrike:


By The_Lucky_Y

some turns later:

USN lay down the first battleship


By The_Lucky_Y

because IJN do the same:


By The_Lucky_Y


trying to stop the USN to get another island....


By The_Lucky_Y

but the next wave is currently on the way:


By The_Lucky_Y


some more action in that turn are running:


By The_Lucky_Y
Mad Ghost/0331

hey, I took a shot at a card for this thing. I will do the others once I am sure I am hitting the mark on it.

let me know what needs changed.

The_lucky_Y

Mad Ghost/0331 wrote:
hey, I took a shot at a card for this thing. I will do the others once I am sure I am hitting the mark on it.

let me know what needs changed.



the basic neutral city had no gunnery value, for getting any gunnery value you must upgrade it with coastal defense or Anti air guns.
either there are no aircraft basement slots on any normal neutral city.

only the starting city of an player had already build on shipyard and airbase, so the starting city had following armor stats: 3 armor / 6 vital / 9 hull.
the starting city also had no gunnery value.

no other changes are needed

if your card should display the starting city then you must only change the hull points from 5 towards 9 hull points

and the city itself cost no points you occupy them with auxilliarys or strt with them.

nice work on your card.

hope you have fun playing with this  szenario campaign.
Mad Ghost/0331

how about these?



The_lucky_Y

starting city is well done

neutral city had only one little mistake the hull stats only 5 instead of your 6.

nice cards, we use only a sheet of paper (and another sheet with the rules
and stats printet on as like the settlers of catan building cost cards)
to keep track of the citys because I made some 3d pieces of clay that
represents the upgrades so everybody can see with one view what each
island had build on, see the pictures above in  the thread show some of them.
UNC_Samurai

Reading the two sets of rules (this set and the original set), I am still confused about the way income and building/repairing ships works.  If a city's income equal to it's overall hit points, and the city upgrades have a specific rate of construction, then won't a city have points left over?

Example:  A city has 8 hull points and a Shipyard.  The income is 8 per turn, but it can only build two hull points per turn.  Won't the excess income accumulate over time?
Aquarius

Yes, that's the idea.

Otherwise, how would you save up for Battleships?
The_lucky_Y

UNC_Samurai wrote:
Reading the two sets of rules
(this set and the original set), I am still confused about the way income
and building/repairing ships works.  
If a city's income equal to it's overall hit points, and the city upgrades
have a specific rate of construction, then won't a city have points left
over?


Example:  A city has 8 hull points and a Shipyard.  The income is 8 per
turn, but it can only build two hull points per turn.  Won't the excess
income accumulate over time?





determining the income of one city:


count the total amount of hull points including any upgrades that upgrade
hull points(only following upgrades count towards the hull points:a dock
+1 hull,a shipyard that replaces the dock + 2 hull, a submarine bunker +1
hull, airfield +1 hull and the airbase that replaces the airfield +2 hull)then
substract any remaining damagae counters and you have the final income
for this turn.


example

island city with airbase upgrade and dock upgrade would earn 8 point
total(5 from base city +2 from airbase and +1 from the dock)


if you wish to save more points for finally lay down an battleship for e.g.  
Kongo you can save the total income of that island as long as you reach
the needed points, a island with 10 point income(shipyard,airbase and sub pen) must save 4 rounds to lay down the Kongo and have a rest of 5 points


your example:

Quote:
Example:  A city has 8 hull points and a Shipyard.  The income is 8 per
turn, but it can only build two hull points per turn.  Won't the excess
income accumulate over time?


your city cannot have 8 hull points because the only upgrade that boost
your hull points is the shipyard there. correct calculation:


base city= 5 hull point= 5 coins income/round
shipyard=+ 2 hull points = +2 coins income /round


summary:

7 hull points = 7 coins income /round

every income that not used up in the current turn can be saved to the
following turns.

the mistake that you made: the shipyard REPLACES the dock , if you build
a shipyard you must first remove the existing dock.



Upgrades general:

only the upgrades that boosts the hull points are limited, you can build
only one of those upgrades each turn, if the upgrades boost more than
one hull point you gain the difference from the previous upgrade that
removed for the current upgrade.


upgrades that boost other values than Hull points are unlimited to build.


hope that answers your questions.
UNC_Samurai

I figured out that city income and unit hull point construction were two separate steps.  Makes a lot more sense now.
The_lucky_Y

struck:

Quote:
- Aircraft with loiter SA get 24 Square range
- quadmotor patrol bombers get 22 square range
- bimotor/trimotor patrol bombers get 20 square range
- fighters get 18 square range
- Dual purpose fighters(e.g. beaufighter) get 14 square range
- Carrier borne bomber get 14 square range
- Dual purpose bomber with torps get 12 square range
- Torp bomber get 12 square range


replace with
Quote:

 -Aircraft with loiter SA get 24 square range
 -Patrol bomber get 16 square range
 -Patrol torpedo bomber get 14 square range
 -Fighters get 18 square range
 -other airborne Bomb attacks get 14 square range
 -other airborne Torpedo attacks get 12 square range
The_lucky_Y

change on following Upgrades.

Airstrip  cost 10pts
upgrade

[--] Armor
[--] Vital Armor
[+1] Hull Points

This unit builds Aircraft at a rate of one hull point
per turn.

This unit may base three carrier aircraft
new:may base one carriar based aircraft
cannot base patrol bombers w/o loiter SA

----------------------------------------------------------------------

Airbase cost 15pts
upgrade

[--] Armor
[--] Vital Armor
[+2] Hull Points

This unit can build two hull points at the same turn

This unit may base five aircraft of any type
new: may base two aircraft of any type

this unit must replace the airstrip

make sure that you must build carriers to boost up a numerous airforce.
The_lucky_Y

on the watchlist:

Stacking limits

- you can deploy 6 stacking points in each layer per square
- the layers are air/ surface /submerged
- battleships = 4 stacking points
- cruisers/carriers w more than one aircraft basement = 3 stacking points
- destroyers/carriers w basing cap of one aircraft = 2 stacking points
- Aux vessels and vessels with shallow draft SA 1 stacking point
- Subs = 4 stacking points
- aircraft with single print on attack value or double attack value
= 1 stacking point,count not SA´s that give another attack value
 (for e.g : alternate payload) all other aircraft get 1,5 stacking points.
- late war( first month in 1944) stacking increases towards 9 points.
The_lucky_Y

NEW : better stacking limit wording



* in every sector you can place surface vessels for max 6 point total /past 1943 9 point total
- Battleships: 4 points
- Cruisers/Carrieres  with capacity above one plane : 3 points
- Destroyers/Carriers with capacity of one plane : 2 points
- Auxillary and Vessels with shallow draft: 1 point
* in every sector you can place one submarine/past 1943 two subs per sector
* in every sector you can place aircraft for max 6 point total per side(axis or allies)
-  pre 1943 aircraft  uses up one point
- post 1943 air units use 1,5 points
The_lucky_Y

bumpzilla

if you want to save playing time we have the idea to forbid every air unit, makes a lot of fun slugging it out with cruisers and tons of destroyers that chase the subs.
The_lucky_Y

all current updates and rules are now in the first post of this thread
The_lucky_Y

currently under playtesting but seems to be included soon:

upgrade: large sub pen cost 20 gives another hull point to the island
   can build two hull points per turn on subs and allow to place an additional  
   sub in its square,needs a normal sub pen for upgrade and if
   destroyed downgrade to a normal sub pen

2.  upgrade: coastal torpedo launcher cost 15 gives the island a
   torpedo attack value as following: 2/2/1  but no armor/hull increase
The_lucky_Y

here is a blank map for online games:


By The_Lucky_Y
The_lucky_Y

minor rules upgrade in the starting post

sub pen and torpedo launcher are included
Greyh Seer

I have never played this, but I might be interested in an online game with this scenario...
The_lucky_Y

rearrange the order of the rules as they are used during the game play following the official rules order.
The_lucky_Y

aircraft do have range, to keep it simple:

-Aircraft with loiter SA get 24 square range
-Patrol bomber get 22 square range
-Patrol torpedo bomber get 20 square range
-Fighters get 18 square range
-other airborne Bomb attacks get 14 square range
-other airborne Torpedo attacks get 12 square range


we need a fixing at the range of the patrol bombers
(especially Sparviero, B25, Kondor)

I suggest 14 square range for patrols bombers with torps and 16 square range for normal patrol bombers that have no torp value

Lend and lease stuff

UK shall use Wildcats as Martlets at the second half of 1941

need date/year for PBY Catalina in service of the RN/RAF
Greyh Seer

What was the actual operational range of these planes as compared to dive bombers etc?
The_lucky_Y

Sparviero had almost 1990 km range with two torpedo payload
B 25 had 2170 km
FW 200 Condor had 3550 km
HalifaxMK III 3000 km
Betty 5040 km
average=3150

PBY catalina 4050 km
HK8 Emily 4800 km
average=4425

Zeke A6M2 1143 km
Sea Hurricane 1207 km
F4F Wildcat 1240 km
Bf 109(E) 800 km
Hellcat 1740 km
Folgore 765 km
average=1150



D3A Val 1550 km
D4Y2 Judy 1465 km
SBD Dauntless 1760 km
Ju 87 820 km
average=1398

Kate 1990 km
Avenger 1625 km
Swordfish 874 km
Devastator 700 km
average=1297.25

Beaufighter 2350km
Barracuda 1851km

source Bechtermünz
The_lucky_Y

fixed wording on island attacks  marked in green color

new range on patrol bombers and torpedo bombers , marked blue
NeuralDream

I'm pretty sure that the range of the A6M2-21 zeke was about three times this.
The_lucky_Y

perhaps I use the endurance in miles instead of those in Kilometer.

my test group prefer to made those endurance/range thing as general aspossible so we come out with 6 types of endurance just because you can devide all the aircrafts in 6 groups(fighter, patrol bomber, patrol torpedo bomber, carrier based bomber/torpedo bomber and flying boats as like the PBY or the HK8Emily)  torpedo bomber and bomber get a split between carrier based and land based because being land based get some more range due to the fact they can come back to the fight only every other turn.
NeuralDream

I don't disagree about the gaming logic of using the same range for fighters. Not saying that you need to change anything. I just pointed out that its operational range was a well-known advantage of the zeke over practically every other fighter in the world. I don't have access to my books now, but from wikipedia, which should be quite accurate for such important articles:

Zeke: A6M2-21 (the one in WAS) 3,105 km
Wildcat: F4F3 (the one in WAS) 1,360 km, F4F4 1,240 km

That's basically why the zeke was such a legend. To give you an idea of how impressive this number is, the P-51 Mustang which was considered the best long-range escort late in the war, had max range 2,755 km.
The_lucky_Y

fixed range on patrol bombers w/o loiter SA

units with mission selection gets the range of the mission they choose


some suggestions stacking limit pre 1943  raised up for one point to 7 total
for allowing  putting an Battleship together with an cruiser or big fleet carrier.

seems to be o.k. for including after more test games
The_lucky_Y

bumpzilla
Greyh Seer

OK, Just finished a game.  My thoughts:

#1 - Game is A LOT of fun.

A few things I liked:

-Individual units really felt like they made a difference...even destroyers were a comodity to protect.

-The stratigic element is fun while you get the tactical feel as well.  Planning what ships and units you will need 3 to 4 turns out is a huge deal while figuring out how your current cruiser should move to maximize life.

-I really liked how building units worked (though it can be difficult to figure out the first time).  

Some thoughts:

-Repairing ships seems tedious but real.  Sometimes the fact that repairing a DD takes as long as building one is frustrating.

-You should be able to scuttle ships (extra Auxilaries for example) when needed for extra resources.

-It would be cool to land troops and attempt to take a city with extra auxilaries (also would make the T1/Gunston Hall a lot of fun).

-Long range bombers rule in this game.  Fighters have massive range and in this game the cheep fighter is king.  In my game, 5 point hurricanes kept the UK from extinction.

-Games can be very long and some nations find thereselves at a unit disadvantage (for example, my Italians were fast running out of ships to build).


All in all - this game is mucho fun, and I recomend it to anyone that is looking for a fun way to combine tactical and stratigic WAS in one game.
The_lucky_Y

thanks for the feedback

have no idea to fix the repair process, speed up will be sometimes to imbalanced and give the smaller units a fatser repair than the bigger ones will cause some mess up in the rules.


thaught about quicker repair but raising the cost for bigger units, for e.g. repairing 3 point damage on a Yamato shall cost 35 coins and repairing an
Yukikaze cost only 6 coins. but there had to be more average cost values because some ships produce a very odd coin number on Hull/total cost ratio.

Troops would not be added because the seize the island step is big enough.
maybe those landing ships can be more effective on seizing an neutral island having successes on 5 and 6 on the dice rolls instead of 6 of the normal auxilliarys.

The run out of battleships for a single main nation does not happen very often.

simple math about that:

running an atlantic battle from january 1940 towards may 1945 will have an maximum output of  583 point on the main island if they start with the maximum upgrades.(and also include that the main island was never attacked during the game)

if you not build anything other than battleships on the main island you can lay down an average of 10 battleships during the whole game but you can struck the last two/three battleships because they are finished to late for having any impact on the map.

and an opponent who knows that you only build battleships will throw massive air and submarines against you and even a high number of destroyers can hurt you.
The_lucky_Y

some online games with this scenario:

http://aaminis.myfastforum.org/about8389.html
http://aaminis.myfastforum.org/about8433.html
http://aaminis.myfastforum.org/about7266.html
http://aaminis.myfastforum.org/about7242.html
The_lucky_Y

TI landing ship and Gunston Hall
(the 1944 on both units let them see rarely the initial fleets)

but if somebody would start the game that late then:

The point cost of that units generate the number of dice for seizing an neutral island but are successful on rolling 6 and5

In case of being successful they add double of their original point cost
towards the seized Island.

The once per game landing SA can be used to increase the stock from one island under your control.
Greyh Seer

Interesting rules for T1 and GH...do tell how they work in playtesting.
Admiral Scheer

Question About Amphibious landings?

When does the amphibious landing from a Transport take place?


a) Unload during Surface Gunnery phase

b) Unload after Surface Gunnery

c) At the end of a turn

d) none of the above

My gut tells me to follow the SA  Vital Cargo a little bit.

But I don't know really
The_lucky_Y

Admiral Scheer wrote:
Question About Amphibious landings?

When does the amphibious landing from a Transport take place?


a) Unload during Surface Gunnery phase

b) Unload after Surface Gunnery

c) At the end of a turn

d) none of the above

My gut tells me to follow the SA  Vital Cargo a little bit.

But I don't know really


A: Correct,immeadetly after rolling a success for seizing an island(one 6 is enough)
B: wrong
C: wrong
D: wrong

Vital cargo (its on JOB and Kinai Maru I assume) can not be used if you follow the current rules  we let it out because the advantage can be too steep if you use that SA in high numbers, its a kind of doubling the build in points.
if used in a abuse style you gain a extra 3  or 4 income every turn.
Admiral Scheer

why is this "cargo" any different then the rest?
The_lucky_Y

imagine following initial setup fleet:

1x belfast and 12x JOB

You go ahead with 6 JOBs and the cruiser to seize islands, the 6 remaining are used to boost the stock of the starting island every turn until they are all gone make a netto gain of 18 points, together with a full upgraded start island you can buy the first full size  battleship at round 3 (in this example you will have a total of 45 points)

with not full upgraded islands the advantage would be much steeper...

secret cargo can oly be used once per game too and the submarine that comes with that SA is not the best one and need at least a sub bunker upgrade.

the SA of Landing ships apply in late game due to their 1944 date and at that time the most games are almost over for the looser and those units would give him not a real way out.
The_lucky_Y

lend and lease aircraft for the UK with existing WAS units
with the probably first year they enter the service

B-25  1942
PBY Catalina 1941
TBF Avenger 1943
F6F Hellcat 1943
SBD Dauntless 1943
The_lucky_Y

rules updates are pending   due to new units from flank speed as like
Gunston Hall and T1 landing Ship.
The_lucky_Y

Mayor rules update in red

short version:

*1943 surface stacking limit increase abandoned
*results of removed upgrades that affects units changed
*cost of repairing ships are now aligned to the ships hull points
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