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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 vessel with extended Range is allowed in the setup
- no Carrier is allowed in the setup
- use both sets including forum-ini custom cards for missing units
- be sure that you include auxiliary vessels because you need them
- UK forces use USN auxiliary
- 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)

Stacking limits:

-in every sector you can place surface vessels for max 6 point total
/past  1943 9 point total
- 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/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 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 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
- 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  dutys:

* strafing with the normal penalties
* escort the own bombers/torpedo bombers
* escort the own fighters(works equal as escorting bombers)
* fight against enemy aircrafts
* if two fighters from one side  on escort in the same sector they escort
   each other too


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 or Ships in an island sector are
 prohibited and vice versa except airborne torpedo attacks
- 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
- 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

scramble for defense:

*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.


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 5 points from the stock,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 5 points



==================================================

Status/upgrade  sheet

starting city comes up with airbase and shipyard already build.

basis neutral City

Attacks  |0|1|2|3|

[ 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  cost 5pts
upgrade

[--] 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  cost 15pts
upgrade

[--] 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  cost 15pts
upgrade

[--] 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  cost 20pts
upgrade

[--] 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  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 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 cost 15pts
upgrade

[--] 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
----------------------------------------------------------------------



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

AA guns cost 10 pts
Upgrade

Attacks  |0|1|2|3|
Anti-Air |6|-|-|-|

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

This unit allows your city to make one AA attack

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

Heavvy AA guns cost  15 pts
upgrade

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 AA guns

If this unit is destroyed replace it with the AA guns

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

Early Warning System cost 20pts
upgrade

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

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

coastal torpedo launcer cost 12 pts
upgrade

attack | 0| 1| 2| 3|
Torpedos |2|2|1|0|

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

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



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




poor coastal defense cost 10pts
upgrade

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

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

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

good coastal defense cost  15pts
upgrade

Attacks |0|1|2|3|
Anti-Air  |2|-|-|-|
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  cost 20pts
upgrade

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

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 defense have facing drawn from the center of the city square  
through the squares that have straight facing towards the location
of the gun.
*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







































feel free to ask me anything.
The_lucky_Y

don´t forget! :


fighters can be assigned to one of  following  dutys:

strafing with the normal penalties
escort the own bombers/torpedo bombers
escort the own fighters(works equal as escorting bombers)
fight against enemy aircrafts

if two fighters from one side  on escort in the same sector they escort each other too
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

I´ll need three participants

we are online so we can play on a very large map
There would be 26 columns and 26 rows

for a real game you need only double standard map with open sea side .


short introduction:

you have 50 point for start setup, no BB allowed in setup and you must
use up as many points as you can.

you can choose between USN, IJN, Germany+Italy and UK+UK minors
units from both sets, missing units can be chosen from the Forum-Ini card
pile(for e.g the IJN player would float an Kaga class carrier then he could
use that statcard from forumini, stock cards override forumini cards.


target : most destroyed points at 9/45 thats the time the war ends.


to gain more points to build  more fleet you must occupy wild islands with
neutral citys on it.
You can only occupy them with auxilliary units, so your fleet should
contain a average number of auxilliary ships.

To occupy one neutral city the auxilliary ship rolls as many dice as its
current cost and hits only on 6(similar to torp rolls)


each city produce an amount of construction points as that city already
had. to increase that amount you can upgrade the island with docks,
Airbases and that sort of thing that even enables to deploy ships faster
and different types.


each island had its own income and  you must come out with that the
island produce and what you save from previous rounds on the same
island, you have not one pay desk but one on every island that belongs to
you.

-islands income points are equal to their actual hull amount per round
-hull damage reduce total income by one per damage point
-You can repair one hull point or build hull
 upgrades(Docks/shipyards/airfields/airbase/submarine bunker) per turn

.....


The Game starts on January 1941 and all units with 1941 print on 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)



OK

game will start at august 1st.



i´ll try to field this game with 3 opponents including myself.


if players set everybody rolls 3 dice to determine who choose his faktion
first,each faction can only chosen once.


for timeouts or vacation delays I ` move that players fleet as good as i can.
The_lucky_Y

First special thanks to Eric Marino who invented this game variant :

Status/upgrade  sheet

starting city comes up with airbase and shipyard already build.

basis neutral City

Attacks  |0|1|2|3|

[ 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  cost 5pts
upgrade

[--] 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  cost 15pts
upgrade

[--] 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  cost 15pts
upgrade

[--] 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

----------------------------------------------------------------------
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 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 cost 15pts
upgrade

[--] 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 patrol bomber w/o the SA loiter

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



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

AA guns cost 10 pts
Upgrade

Attacks  |0|1|2|3|
Anti-Air |6|-|-|-|

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

This unit allows your city to make one AA attack

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

Heavvy AA guns cost  15 pts
upgrade

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 AA guns

If this unit is destroyed replace it with the AA guns

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

Early Warning System cost 20pts
upgrade

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 cost 10pts
upgrade

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

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

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

good coastal defense cost  15pts
upgrade

Attacks |0|1|2|3|
Anti-Air  |2|-|-|-|
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  cost 20pts
upgrade

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

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 defense have facing drawn from the center of the city square  
 through the squares that have straight facing towards the location
 of the gun.
*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
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 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
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
       Axis & Allies ForuMINI Forum Index -> WAS Scenarios & Houserules
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