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Updated game rules for the campaign grandest fleet
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Your opinions please to this variant
We do not end running games with this variant
6%
 6%  [ 4 ]
seems to be interesting enough to give a test game
69%
 69%  [ 41 ]
there are loop holes and gaps see my posting
1%
 1%  [ 1 ]
prefer to play standard games
8%
 8%  [ 5 ]
have not space enough for double standard map
13%
 13%  [ 8 ]
Total Votes : 59

Author Message
The_lucky_Y

 

Joined: 09 Jan 2008
Likes received: 35

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Post subject: Updated game rules for the campaign grandest fleet  Reply with quote   (Liked by:0)  Like this post
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
- in the initial setup you may buy multiple upgrades regardless
 of any limitations
- no battleship and other vessel with extended Range is
  allowed in the setup
- no Carrier is allowed in the setup
- use all official sets including the starter units
- foruMINI cards and other custom cards may be used too
- be sure that you include auxiliary vessels because you
  need them to seize neutral islands.

- lone UK forces may use USN auxiliary
- lone Italian forces may 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

- 6 Hull Battleships: 4 points
- Battleships below 6 Hull: 3 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)
- 1939,1940,1941,1942 aircraft  uses up one point
- 1943,1944,1945 aircraft uses up 1,5 points
- large sub pen allows to place an extra submarine in its sector
* the initial setup fleet may exceed the stacking limit until the first surface movement step begins

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
- new upgrades that increase the islands total hull points can
 be made only if the island is undamaged
- 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 construction counters
   (use upside down rearming markers)
   next to that ship as that ships hull points have
   (a Iowa has 6 hull point so you place 6 construction counters next to that Iowa)
* every following turn you remove as much construction
    counters as your upgrade allow.
* note that you can also remove construction 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 construction counter from one ship.
* a shipyard allow to remove two construction counters from
     one ship or one construction counter from two different ships.
* In the turn that follows the turn the last construction
     counter is removed from a unit that unit get one rearming marker.
     (simulates shakedown cruises and other)


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
- the number of sectors to the target and the number of
  sectors of the way back combined does not exceed
  the total range.


Odd things on air attacks

 fighters can be assigned to one of  following  duties:

* (strafing)strafing with the normal penalties
* (escort)escort the own bombers/torpedo bombers
* (wingman)escort the own fighters(works equal as escorting bombers)
* (dogfight)fight against enemy fighter
* (intercept)fight against enemy other aircrafts or strafing fighters
* 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
* (rebase)a aircraft fly to another base in range w/o fighting but getting no rearm marker
* terms in brackets are used as commands in online games and normal games


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 or construction 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, rearming or
 repair on that island.
*remove the construction counters or rearming markers from ships under construction or repair
 and replace each construction counter 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
- vital hits on cities w/o any upgrades deals two damage
   markers instead of one
- if upgrades are removed that give access to build units  
  remove all units who are affected by this and who have  
  one or more rearming marker remaining.

- Ships are excluded from the effects of removed
  docks and remain in the game.
  The construction counter or 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 per round You pay
  twice the amount of the ships total hull points
 For e.g.repairing one damage on the  Nagato would cost 5
  points because Nagato had 5 hull points total.
  Repairing one damage on the Baltimore would cost 3 points
  because Baltimore had 3 hull points total.

_________________

Revised Set 1 cards:http://aaminis.myfastforum.org/about9436.html
My current trade list:http://aaminis.myfastforum.org/about8846.html


Last edited by The_lucky_Y on Wed Jul 08, 2015 7:52 am; edited 44 times in total
PostThu Jul 24, 2008 9:13 pm
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The_lucky_Y

 

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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 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

give access to build/repair destroyers, MTB's or similar units and auxilar
with a rate of one hull point per turn

If this unit is build friendly ships can enter its sector
If this unit is destroyed ships in its sector w/o shallow draft are considered as beached and cannot move.

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

Drydock upgrade cost 15 points

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

This unit builds/repair Destroyers, MTB or similar units and auxilar at a rate of two hull points per turn.
give access to build/repair cruisers and small carriers with cap 1/2 with a rate of one hull point per turn.


This unit must replace the dock

If this unit is destroyed replace it with the Dock.

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

Shipyard upgrade cost 20 points

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

This unit builds/repair Destroyers, MTB or similar units and auxilar at a rate of three hull points per turn.
This unit builds/repair cruisers and small carriers with cap 1/2 with a rate of two hull points per turn.
This unit gives access to build/repair battleships and fleet carriers with a rate of one hull point per turn

This unit must replace the drydock

If this unit is destroyed replace it with the drydock.
----------------------------------------------------------------------

Large Shipyard upgrade cost 25 points

[--] Armor
[--] Vital Armor
[+5] Hull Points

This unit builds/repair Destroyers, MTB or similar units and auxilar at a rate of four hull points per turn.
This unit builds/repair cruisers and small carriers with cap 1/2 with a rate of three hull points per turn.
This unit build/repair battleships and fleet carriers with a rate of two hull points per turn

This unit must replace the shipyard

If this unit is destroyed replace it with the shipyard

----------------------------------------------------------------------
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
_________________

Revised Set 1 cards:http://aaminis.myfastforum.org/about9436.html
My current trade list:http://aaminis.myfastforum.org/about8846.html


Last edited by The_lucky_Y on Tue Jun 09, 2015 12:10 am; edited 14 times in total
PostThu Jul 24, 2008 9:15 pm
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babs

 Sherlock Holmes ® and President of Club Sandwich


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Looks very interesting.

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

Babs out!
PostThu Jul 24, 2008 9:18 pm
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Aquarius

 Has nothing to say.


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I moved this per Lucky_Y's request.
_________________
I have to make a new sig because my old one is too wide for this new look...
PostThu Jul 24, 2008 9:55 pm
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The_lucky_Y

 

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Banned and Restricted list

Some units are considered to strong or imbalanced in combination with this scenario, we try to keep this list short as possible.

Banned units

TBF Avenger:  14 Point version


Restricted units

Haguro: only one allowed in initial fleet set up


House ruled units

F4U Corsair(10Point Version) : can be based on UK carriers who have the SA exp DF since 1943,cannot use exp DF
Hood 43 points, fatal flaw trigger only by BB mains above range 2
Jeremiah O Brien: available since 1939
Kaga: gain expert dogfighter 1 in addition to the other SA
Nordmark : gain speed 1 instead of 2, looses slow SA
Scharnhorst: gain TD1
Sea Hurricane : available since 1940


House ruled units optional

source: http://aaminis.myfastforum.org/about9436.html
Admiral Graf Spee:cost 19 points instead of 21
Baltimore: cost 16 and looses TD1 SA
Bolzano: cost 14 points instead of 18
B5N2 Kate: cost 10 points instead of 13
Canberra: cost 12 points instead of 15
Fencer: cost 11 points instead of 14
Gloire: cost 12 points instead of 14
Jintzu: cost 14 points instead of 19
Motor Torpedo Boat: cost 5 points instead of 7
Myoko:cost 20 points instead of 24
Swordfish MkII:cost 8 points instead of 10
Sydney:cost 12 points instead of 14
TBD Devastator: cost 7 points instead of 9
Tone:cost 20 points instead of 23
Yukikaze: cost 11 points instead of 12





Optional rules for European theatre:


If Regia Marina is the only available Axis power then

- can purchase Folgore since 1940
- Folgores can be based/purchased  on Islands with only airstrip
  upgrade.
- JU-87 Piccatelli can be based/purchased  on Islands with only
  airstrip upgrade.
- can purchase a second Aquila as Sparviero
- can use Nordmark in the Initial setup
_________________

Revised Set 1 cards:http://aaminis.myfastforum.org/about9436.html
My current trade list:http://aaminis.myfastforum.org/about8846.html


Last edited by The_lucky_Y on Mon Jul 08, 2013 8:33 am; edited 15 times in total
PostFri Jul 25, 2008 3:22 pm
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The_lucky_Y

 

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this map(update9/27/10) is currently used in online games:

basic layout comes from Otto von Starkburgs maps





What do you need if you play on real tables:

a table that holds enough space for a double standard map and some extra space for stat cards, ships and some sheets of paper.

enough sheets of paper (with square grid)
some pencils or other writing stuff
extra dice (I suggest d10 and big colored d6) that are different from the dice that are used in the combat rolls

enough island cards from the first starter set for creating the
needed islands.

all markers that comes with the starter too.

the objective markers are used for indicating neutral cities on the islands.

flipped upside down rearming markers are needed for indicating construction markers

Use 4 d10 for indicate the current month and year
Use big colored d6 for numbering seized islands, for e.g the USN player uses blue d6, the starting island get the number 1

numbering the seized islands is necessary to keep track with each income.

I created 3d pieces that indicate which upgrade is currently on the island, you also can print out following grafic and cut the symbols out and use them in your games:


_________________

Revised Set 1 cards:http://aaminis.myfastforum.org/about9436.html
My current trade list:http://aaminis.myfastforum.org/about8846.html


Last edited by The_lucky_Y on Mon Sep 27, 2010 9:48 am; edited 7 times in total
PostFri Jul 25, 2008 3:59 pm
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The_lucky_Y

 

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Example map for how to deploy infiltrator units:





the pink border shows the situation during the initial setup.

the blue end the red border shows the situation during a game,
note that during the game a neutral zone does exist.

general rules for Infiltrator units:

The row of the three double islands in the center of the map determine the two halves , you can deploy the sub anywhere on the map but if you enter the opponents side then the penalties
of the SA Infiltrator triggers.

If you build the Infiltrator units during the game they also can deploy everywhere on the map but every island under your opponents control shifts the zone. each island would have a
3 sector broad periphery that counts towards the owners sea zone.
If the periphery from islands with different owner are touch each other then the zone decreases to one or two sectors instead of three and a neutral zone comes into play  as shown in the map above.
_________________
_________________

Revised Set 1 cards:http://aaminis.myfastforum.org/about9436.html
My current trade list:http://aaminis.myfastforum.org/about8846.html


Last edited by The_lucky_Y on Thu Apr 15, 2010 12:08 pm; edited 1 time in total
PostSat Aug 02, 2008 4:19 pm
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The_lucky_Y

 

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FAQ

At this place you will find the FAQ
(note that I update it as often as I can)



Amphibious Landing
Q:When does the amphibious landing(seizing an neutral island) from a Transport take place?
A:Immediately after rolling a success for seizing an island(one 6 is enough) during the Surface Gunnery phase.

Anti Air
Q:Can a re-arming/building/repairing ship use it's AA?
A:Only if scrambled for defense at the end of the surface movement step of both players in the same turn before.

Building units and upgrades
Q:Can I build a unit on the same turn that I build the upgrade that allows the unit to be built?
A:Thats possible,the only limit is the islands stock and the rate of building upgrades that increases the hull points.

Chitose
Q:Chitose- what is the range on this attack? and can you get this in your first build?
A:Chitose seaplane detachment has a total range of 16 sectors
because they are bomber/fighter/ASW.You may purchase this unit in your initial set up fleet.

Class limits
Q:What about class limits for DD or submarines ?
A:Destroyers and submarines are the only units that are unlimited to build, if they have sister ships in same class it is not necessary to build them too.

Close Escort
Q:Are units with "Close Escort" counted as 1 point for stacking limits?
A:No they do not count towards the stacking limit if they are the only unit with that SA in the sector. Each more unit with that SA in one sector counts normal to stacking limit.

Coastal Deployment
Q:How about coastal deployment SA ?
A:Use it as described on the card but instead of not claiming objectives in turn 1 or 2 you cannot attack the adjacent island.Look also at First turn SA´s

Construction markers
Q: Do construction markers come off at the start of the turn, or the end of it?
A:Construction markers are always removed at the beginning of a turn, exactly in the purchasing step.

Early Deployment
A: Use the SA as described on the statcard instead of not claiming an objective on turn 1 or 2 you cannot attack any units on turn 1 or 2. Look also at First turn SA´s

Fly-off strike
A: look at Ise

First turn SA´s
Q:How does surprise work?
A:Surprise and other similar SA trigger at the first available turn of the unit itself(for e.g. a zeke that is first available in june 1941 get its surprise despite of the game already run about 6 rounds) SA that get in touch with deployment/set up are also considered as first turn SA´s. Own side of the map is determined as in Infiltator

F4U Corsair
Q:Can the F4U Corsair be used in UK fleets?
A:F4U Corsair can be purchased in Royal Navy fleets,can be based on a UK Carrier with the expert DF SA and is available since 1943.The F4U Corsair cannot use the expert dogfighter SA of course.

Gneisenau
A: look at Scharnhorst

Guard Ship
A:look at First turn SA´s and Infiltator

Hood
Q: Does anybody ever purchase a Hood in this scenario?
A: Yes because we reworded fatal flaw to BB main guns only above range 2 and drop the cost down to 43 instead of 48

Infiltator
Q:How does special deployment work for Archerfish?
A:The row of the three double islands in the center of the map determine the two halves , you can deploy the sub anywhere on the map but if you enter the opponents side then the penalties of the SA Infiltrator triggers.
If you build the Infiltrator units during the game they also can deploy everywhere on the map but every island under your opponents control shifts the zone. each island would have a
3 sector broad periphery that counts towards the owners sea zone.

Ise
Q:Ise- what is the range for this units ability?
A:Give the fly-off strike squadron an total range of 14 sectors, because its removed from play in the air return phase you need not a free basing slot at a friendly airbase/airfield or carrier.

Kamikaze units
Q:Can units with Kamikaze override the total range because they never come back?
A: No they can not override the total range and their range
is determined as far similar non kamikaze units can fly.They
do not need a free basing slot on the return base because they
are removed from the game after air combat phase ends.

Landing x
Q:what about Gunston Hall and T1 Landing ship?
A:The point cost of those units generate the number of dice for seizing an neutral island but are successful on rolling 6 and 5. 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.

Lend and Lease
Q:could I use USN units for the Royal navy as Lend and lease units?
A: If the chosen unit was really used as lend and lease in WW2 then there is no reason against using them.

Loiter
Q:How does loiter work?
A:Loiter prevents only getting rearming markers after a normal flight action.

Mission selection
Q:Whats the range of the Barracuda?
A:units with mission selection gets the range of the mission they choose before they are placed

Night Fighter
Q:How does night fighter work?
A:Night fighter units get their bonus in every turn when the owner wins the initiative.

Nordmark
Q:Is the Nordmark not to strong with her speed 2?
A: The Nordmark in this scenario had Speed 1 and no slow SA, so all current available official WAS Auxiliarys have the same speed.

Overstack
Q: Can units with the SA Overstack exceed the airbases basing limits?
A: Yes they can as like in normal WAS games but you need an upgrade airbase because they are considered being land based.

Press the attack
Q:does press the attack work vs islands?
A:If an aircraft is aborted by islandborne AA fire then press the attack SA can be used.

Scharnhorst
Q: Since Gneisenau comes up with TD1 and long shot 6 what about Scharnhorst ?
A: Scharnhorst gains TD1 only via scenario rule

Scout planes
A:works as good as Shadowing, also look at Shadowing

Schleswig Holstein
A: look at Early Deployment and First turn SA´s

Seaplane detachment
A: look at Chitose

Secret Cargo
Q: How can I use Secret cargo ?
A: Use it as like in normal games but add the points up to the stock of the island instead of gaining additional victory points.

Shadowing
Q:Can a PBY spot an island to get the extra dice on attacks?
A:Yes shadowing/spotting works on islands itself too.  

Smoke Screen
Q: What are the differences for the SA "Lay Smoke Screen" in this scenario?
A:Destroyers can lay a smoke screen instead of any attacks.
The smoke screen grants concealment rolls only for the destroyer itself in the same turn, in the following turn the smoke screen grants concealment rolls for all units in its square.

spotting
A: Look at shadowing

TBF Avenger 14 point version
Q:can I use the 14 point TBF Avenger instead of those 11 point ones who comes out of the starter pack?
A:The TBF Avenger 14 point version is banned you can only purchase the 11 point version from the starter pack.

Väinämöinen
A: Look at Coastal Deployment and First turn SA´s


Vital Cargo
Q:How can I use Vital cargo (Jeremiah o´Brien, Kinai Maru)?
A:The rules of grandest fleet prohibit the use of Vital Cargo.
_________________

Revised Set 1 cards:http://aaminis.myfastforum.org/about9436.html
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Last edited by The_lucky_Y on Sun Apr 10, 2011 9:45 pm; edited 22 times in total
PostSat Aug 02, 2008 4:36 pm
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Mad Ghost/0331

 

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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.


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PostMon Aug 04, 2008 4:16 pm
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The_lucky_Y

 

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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.
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PostMon Aug 04, 2008 4:51 pm
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Mad Ghost/0331

 

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how about these?




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PostMon Aug 04, 2008 6:43 pm
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The_lucky_Y

 

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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.
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PostMon Aug 04, 2008 6:55 pm
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UNC_Samurai

 

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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?
PostFri Aug 08, 2008 3:28 am
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Aquarius

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Yes, that's the idea.

Otherwise, how would you save up for Battleships?
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PostFri Aug 08, 2008 4:58 am
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The_lucky_Y

 

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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.
_________________

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My current trade list:http://aaminis.myfastforum.org/about8846.html


Last edited by The_lucky_Y on Wed Jun 10, 2009 6:25 am; edited 1 time in total
PostWed Aug 13, 2008 6:13 pm
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UNC_Samurai

 

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I figured out that city income and unit hull point construction were two separate steps.  Makes a lot more sense now.
PostThu Aug 14, 2008 2:49 pm
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The_lucky_Y

 

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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

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Last edited by The_lucky_Y on Mon Nov 02, 2009 10:02 pm; edited 1 time in total
PostMon Aug 18, 2008 3:38 am
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The_lucky_Y

 

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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.
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PostMon Aug 18, 2008 3:48 am
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The_lucky_Y

 

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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.
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PostMon Aug 18, 2008 3:53 am
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The_lucky_Y

 

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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


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PostFri Aug 22, 2008 12:39 pm
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