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Eric Marino

War at Sea, The Grandest Fleet

War at Sea, The Grandest Fleet



This WAS scenario is a "purchase new reinforcements as you go" type scenario.
The goal of this scenario is to aquire a set number of victory points before the other players can. You aquire victory points at the end of each round, the number of victory points you get is equal to the number of all of your cities hull points. each player starts with one city and 50 points worth of units. the players start by rolling dice to determine who sets up first (highest first) each player chooses one city and sets all of his units within three hexes of his city along with one dock and one airstrip


Building more units,
at the start of each round players will choose what units they wish to build. each player will place each unit (if any) in a friendly city hex that can build that unit, they must then place one re-arming counter next to the unit for each hull point it has. that unit may not move or attack until all re-arming counters have been removed. remove re-arming counters at the rate the structure that is building it states at the end of each turn.  

Aircraft range/speed
to keep things balanced all aircraft have range/speed. during the flight phase you and your opponnent take turns to place aircraft within their armor rating from where they started
during the Air return phase you place aircraft a number of hexes equal to their armor rating on any carrier or airstrip

Shooting units under construction
you can shoot ships under construction they take damage like normal

taking cities
you need transport ships to take cities. Each auxillary ship rolls one attack like a torpedo (6s do two hull damage). You roll a number of dice equal to the point cost of the ship, the ship is removed from play after this. if the city is reduced to 0 hull points you get the city and it now has one hull point.


and maybe some other things I overlooked
Eric Marino

City 50pts
structure

Attacks  |0|1|2|3|
Anti-Air |5|-|-|-|
Main    |-|-|-|-|
2nd     |-|-|-|-|
tertiary |-|-|-|-|

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

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

This unit earns one victory point for each hull point it
has.

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

this unit can not be destroyed, if its vital armor is hit,
instead destroy one of its add-ons, if it has no Hull points
it may not build anything or use any of its add-ons, it
may still repair though.

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

 Dock 5pts
structure, add-on

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

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

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

Shipyard 15pts
structure, add-on

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

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

This unit must replace the dock

If this unit is destroyed replace it with the Dock.

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








Submarine bunker 15pts
structure, add-on

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

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

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

Airstrip 10pts
structure, add-on

[--] 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

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

Airbase 15pts
structure, add-on

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

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

This unit may base five aircraft of any type

this unit must replace the airstrip

If this unit is destroyed replace it with the Airstrip

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

Early Warning System 15pts
structure, add-on

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

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

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








poor coastal defense 10pts
structure, add-on

Atk bonus |0|1|2|3|
Anti-Air  |1|-|-|-|
Main     |5|5|4|-|
2nd      |-|-|-|-|
Tertiary  |-|-|-|-|

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

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

good coastal defense 15pts
structure, add-on

Atk bonus |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 20pts
structure, add-on

Atk bonus | 0| 1| 2| 3|
Anti-Air  | 3|--|--|--|
Main     |12|12|11|10|
2nd      | 8| 8| 7| 6|
Tertiary  | 5| 5| 4|--|

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

this unit must replace the good coastal defense

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

----------------------------------------------------------------------
Eric Marino

I have played this scenario a few times and it takes a long time to win,
I had 3-d models to stand for the cities and add ons but you could use ms paint to make Icons for the game
NeuralDream

It's a brilliant idea. Very innovative. I'll certainly try it! Can you post any photos to see a little bit how you set it up, how your 3d buildings look, etc?
Sink the Bismark

Yes, pics! please, pretty please
The_lucky_Y

maybe the home base /starting city should have some free upgrades to give the player a chance to avoid early rush attacks
Sink the Bismark

But if everyone starts the same way then you'd never attack like that because you're city would be a sitting duck.
Eric Marino

Here are some pictures.


The map bare of any cities



Japan sets up, they take the middle island city on the left side of the map
they start with 4 Kina-maru, a Shoho w/Val, and an I19



The US takes the big island on the right of the map
they start with 4 O-Brians, a Baltimore, two Wildcats, and a PT Boat.



during the first assault phase the US take a city, it is neutral so no attacking was needed

Eric Marino

some more

at the end of round one the US has 12 points
5 for their new city and 7 for their original (5, +1 for the dock and +1 for the airstrip)
so they buy Poor coastal defense.


They make adjustments to their card


skipping some to the end of turn two
US now has 24 points Japan has 22
Japan buys some stuff a Yukikaze, and another val
as show the yukikaze will take two turns and the val one
Eric Marino

"Rushing" kinda sorta works for a while but but your opponent should have a turn or three before you can reach them, it would be your 50 points against their replenishing points. Worst case scenario they can send a 7 point torpedo boat/aircraft at you to its doom each turn while the points they spent to gain cities can net them more points. like any tactic under the right circumstances it works well but its never good to put all of your eggs in one basket.

one time my opponent started with a kongo and rushed, I had three stukas at start but by the time he got there I also had another city building stukas and a couple of torpedo boats he couldn't come within four of my cities becuase he had no air support. He did harass my new cities and prevented me from expanding in his direction, until I built a graf zepplin Very Happy

If I haven't said it already make sure you purchase some transports with your initial 50 points, unless your germany it will take two turns before you can build one transport and what should be four more before you get to the closest city. Six turns gaining only 7 points a turn ensures total and complete defeat
gijoe

This is a very interesting. It reminds me of a similar system we used for Pirates! games.  Could you post a setup rule? Such as how many starting cities and where they should be. I assume your photo is a suggested map layout, and you also mentioned (in talking about building transports) that cities should be at least 4 moves from a starting city, am I correct in that assumption? Thanks.
Eric Marino

You are correct about starting placement, as far as map setup goes just use what you have and try to keep things balanced.

For small/normal maps
If I used the regular maps, I would use alot of islands to break line of sight.
I would also have 5-6 cities total, two on each side and 1-2 in the middle.
Each player would start with 50 points of units and one of the cities.
That city would start with a dock and an airstrip.
The units you choose should start 1-2 moves from your starting city.

For larger maps
On the larger maps I like to have larger islands .made from felt, with multipl cities on them.
I usually have 4-6 cities per player, spaced so that they are atleast more than four moves away from each other.  
Each player would start with 50 points of units and one of the cities.
That city would start with a dock and an airstrip.
The units you choose should start 1-3 moves from your starting city.

hope this helps.
Aquarius

I think that I will have to try this once we get our huge new board in.
Andreas3

Me and my buddy tried this scenerio today, it was pretty fun but we had a lotøa trouble with the rules (all though we figured the most out). We plan to play it again next week, but can some one please explain how to attack netural and enemy occoupied cities in detail???


ps. sry about crappy spelling Embarassed
The_lucky_Y

we currrently work out additional rules to avoid some gaps and extrarules for this scenario, one extra rule taht helps a lot on standard map is deviding the speed by 2 so speed 2 means 1 speed spped one gets slow 3 except auxilliays and MTBs are on Speed 1 too ,subs holds their natural speed.
The_lucky_Y

Here is the sample for firing arc of coastal defense, you can build at max six batteries on one island with a fixed firing arc,for determinung the total hull and vital armor only count the highest upgrade.

blue zones you can shot at red ones are death arcs.


By The_Lucky_Y
The_lucky_Y

Some other rules updates:

1st: every island had its own income, if you need more money on one island,
then you must transport the money from other islands to the chosen island.
Two ways can  be used for that:

 a: use a normal auxilliary cargo ship that can carry max 25 credits each,
you should run convois with a couple of cargo ships to avoid total losses.
 b: use a transport aircraft(use the stats of the matching patrol bombers)
for e.g the USN gets a DC4 that have 3/5/1. you can transport up to 4
credits on each air transport unit.
Any Transport aircraft had a range of 2x 7 squares and can stay in the air
after moving the first half of thetotal range.
Convois and squadrons can exchange the total transport value from
outtaken units until the remaining units have enough spare room for that
value.
Auxilliary and cargo aircraft do not count towards stacking limits in any
case


2nd: Count the time, start first round with 1st quarter of the year1941,
second round with second quarter of the year 1941 etc etc.
Units can build and laid down only after the first quarter of the print on
Year is already started, so you cannot start your fleet with a Baltimore in
the initial fleetsetup, you must wait until quarter one/1943 or round 9



3rd :

Citys that are total shot down and had no hull points remaining with no
upgrades are permanently removed from the game.


4th : Use Double Standard map size at minimum and no odd numbers of
players, if you cant avoid odd player numbers then use triangular map
setup.

Citys usually occupy one square on the map, ships and subs are allowed
to enter this square without having shallow draft SA, ships and subs can
left the city square in any direction into adjacent open sea squares,island
squares only allowed to MTB/PT boats, note that you cannot enter and
leave one city square in the same turn, the movement of any unit ends
immeadetly in the City square.
You cannot enter enemy city squares.


5th : Upgrades that are removed by successful attacs takes the units that
are laid down here with it too, for e.g.: if you take off the shipyard and the
dock in the same city and there are two cruisers in under construction
then remove the cruisers too.


6th: You can choose what you want to shoot at either the ships in the city
or the city itself, ships and subs that are in the city square can return fire
in case they are under attack and they have no rearming counters on it.
swarbs

The discussion about the new forumini cards format got me thinking about this when it popped back up.  The new cards may have a generic version, for the whole class, plus versions for specific members of the class.

For this game, how about this.  When you purchase and build units, you always get the generic version.  If you wish, extra points can be payed to 'upgrade' your unit with a certain number of SA's.  So, I could build a Gato class sub for 10 points, but could add 2 points to the cost to get 'audacious attack', or 1 point to get 'run silent', perhaps you could even get a Gato for 9 points, but have it come with something like 'unreliable torpedoes.'

Or, and this one would be much more difficult without a moderator, ships 'earn' SA's.  A ship that is shot at and missed consistently could get 'chase the salvoes' or a ship that is hit and then repaired could get 'damage control'.  Short of mapping out a big chart of how abilities are gained, however, this is probably too hard, but kind of nice to think about.
The_lucky_Y

hmm some kind of experience counting  the number of successful battles fought can help but its much space to keep track and neuters the "you see that you get" thing of Tabletop generallly.
The_lucky_Y

new rules update:

you cannot add a battleship into your initial fleet setup, so you cannot go with Kongo,Scharnhorst,Tennessee and Hood
Eric Marino

Hey this was recently talked about, I need to pay more attention.

Ok first off sorry that the rules are hard to follow its something easier to explain than it is to write. Things were lost in transation so to speak.

Every island has its own income is a great rule, have you tried it? it seems that it would make keeping track of income more diffacult.

As an alternative to keeping track of time you could play development the A&A way. you pay a cost, say ten points and roll a die, if four or higher advance your year by one.

You need to destroy your opponents cities before you can capture them. a city with zero hull points is automaticly captured when attacked by a transport, if you level the city with guns then the city won't have any upgrades left. If however you storm the city with transports (with soldiers)
then you can take the city intact.

As for #4 I have a four by six foot gaming mat so that doesn't become an issue for me, but yeah no more than two people on a single map

"Citys usually occupy one square on the map, ships and subs are allowed
to enter this square without having shallow draft SA, ships and subs can
left the city square in any direction into adjacent open sea squares,island
squares only allowed to MTB/PT boats, note that you cannot enter and
leave one city square in the same turn, the movement of any unit ends
immeadetly in the City square.
You cannot enter enemy city squares.

You can choose what you want to shoot at either the ships in the city
or the city itself, ships and subs that are in the city square can return fire
in case they are under attack and they have no rearming counters on it."

I should put the above text somewhere, this is what I do.

For #5 this is the way I play it, keep in mind that you do get to choose the upgrade that gets removed when vitaled so you don't want to choose the best first

firing arcs for the coastal defense would be more realistic but the cost would need to be dropped.


the battleship thing is a good idea but I've had more trouble with baltimores than battleships. This issue is negated by using a larger map, you can see and prepair for the ship several turns before it can attack you
The_lucky_Y

we usually count the time in 2 month  steps or if we had not to much time then we count quartals per round, see my updated rules so you never face a baltimore at the beginning of a game because we start at 1 1941.
here the rules http://aaminis.myfastforum.org/about2735.html , we worked out in our test group, for keeping tarck with the coins I use the pirates coins or we write down them on a sheet of paper because you own not very much island citys during the game.
we run testgames every friday since i know your scenario.

most important rule: citys that are complete destroyed(no hull points left and no upgrades is removed permanently from the game, that makes the player more motivating in defending them at any cost.

next saturday i´ll make pictures from our games then they were in process.
Eric Marino

Ok Andreas for cities to be captured this is how things work.

transports that attack cities are said to be carrying soldiers, when they enter a city the soldiers assault the city and attempt to take control. Neutral cities are automatically captured with no damage taken when a transport enters that hex/square, the transport is destroyed in the process. For enemy cities you need to reduce the city to zero hull points and then send a transport in to the city. You can do this in two ways.

Transports may attack the city by unloading soldiers to assault the city during the surface attack phase, this is represented by a torpedo style attack. The transport rolls four dice and each six deals two hull points in damage to the city. If a transport takes the city down to zero hull points the city is captured and now belongs to that player. Since transports don't "vital" a city they can't destroy any upgrades, you can take the city intact and keep the upgrades, any units under construction are destroyed and lost, the transport unit is is destroyed in the process.

Or you can level the city with offshore bombardment from ships and bombs from aircraft, but not torpedos because it is on land. Once you have the city down to zero hull points you can have a transport assault the city sending soldiers in to capture it. doing this will result in a city that has few or no upgrades, but does not rely on rolling sixes to capture the city. A transport automatically captures a city with zero hull points, and is destroyed in the process.
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