:: Home :: FAQ :: Search :: Memberlist :: Usergroups :: Join! (free) :: Profile :: Log in to check your private messages :: Log in ::
Updated game rules for the campaign grandest fleet
Page Previous  1, 2, 3  Next
 
Post new topic   Reply to topic    Axis & Allies ForuMINI Forum Index -> WAS Scenarios & Houserules
View previous topic :: View next topic  

Your opinions please to this variant
We do not end running games with this variant
13%
 13%  [ 3 ]
seems to be interesting enough to give a test game
65%
 65%  [ 15 ]
there are loop holes and gaps see my posting
4%
 4%  [ 1 ]
prefer to play standard games
4%
 4%  [ 1 ]
have not space enough for double standard map
13%
 13%  [ 3 ]
Total Votes : 23

Author Message
The_lucky_Y

 


Joined: 09 Jan 2008

Posts: 6599




Post subject: Reply with quote
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.
_________________

YVAN EHT NIOJ !
PostThu Oct 16, 2008 7:21 pm
View user's profile Send private message
The_lucky_Y

 


Joined: 09 Jan 2008

Posts: 6599




Post subject: Reply with quote
all current updates and rules are now in the first post of this thread
_________________

YVAN EHT NIOJ !
PostSun Mar 01, 2009 4:55 pm
View user's profile Send private message
The_lucky_Y

 


Joined: 09 Jan 2008

Posts: 6599




Post subject: Reply with quote
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
_________________

YVAN EHT NIOJ !
PostTue Mar 24, 2009 10:29 am
View user's profile Send private message
The_lucky_Y

 


Joined: 09 Jan 2008

Posts: 6599




Post subject: Reply with quote
here is a blank map for online games:


By The_Lucky_Y
_________________

YVAN EHT NIOJ !
PostTue Mar 24, 2009 7:38 pm
View user's profile Send private message
The_lucky_Y

 


Joined: 09 Jan 2008

Posts: 6599




Post subject: Reply with quote
minor rules upgrade in the starting post

sub pen and torpedo launcher are included
_________________

YVAN EHT NIOJ !
PostThu May 28, 2009 9:48 pm
View user's profile Send private message
Greyh Seer

.
 Muahahaha!

AHF Silver-Rated Trader

Joined: 16 Mar 2009

Posts: 1493




Post subject: Reply with quote
I have never played this, but I might be interested in an online game with this scenario...
_________________
-Greyh



Trade List: Greyh's WAS Trade List
+13 On AH Trade Boards
+10 On aaminis Trade Boards
PostThu May 28, 2009 11:32 pm
View user's profile Send private message
The_lucky_Y

 


Joined: 09 Jan 2008

Posts: 6599




Post subject: Reply with quote
rearrange the order of the rules as they are used during the game play following the official rules order.
_________________

YVAN EHT NIOJ !
PostWed Jun 10, 2009 7:18 am
View user's profile Send private message
The_lucky_Y

 


Joined: 09 Jan 2008

Posts: 6599




Post subject: Reply with quote
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
_________________

YVAN EHT NIOJ !
PostWed Jun 17, 2009 9:13 pm
View user's profile Send private message
Greyh Seer

.
 Muahahaha!

AHF Silver-Rated Trader

Joined: 16 Mar 2009

Posts: 1493




Post subject: Reply with quote
What was the actual operational range of these planes as compared to dive bombers etc?
_________________
-Greyh



Trade List: Greyh's WAS Trade List
+13 On AH Trade Boards
+10 On aaminis Trade Boards
PostThu Jun 18, 2009 2:14 am
View user's profile Send private message
The_lucky_Y

 


Joined: 09 Jan 2008

Posts: 6599




Post subject: Reply with quote
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
_________________

YVAN EHT NIOJ !
PostThu Jun 18, 2009 8:00 am
View user's profile Send private message
The_lucky_Y

 


Joined: 09 Jan 2008

Posts: 6599




Post subject: Reply with quote
fixed wording on island attacks  marked in green color

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

YVAN EHT NIOJ !
PostWed Jul 15, 2009 7:03 am
View user's profile Send private message
NeuralDream

 

Joined: 22 Dec 2007

Posts: 9282




Post subject: Reply with quote
I'm pretty sure that the range of the A6M2-21 zeke was about three times this.
_________________

My new blog, specialised in the military equipment of Greece (1821-today).
PostWed Jul 15, 2009 10:51 am
View user's profile Send private message Visit poster's website
The_lucky_Y

 


Joined: 09 Jan 2008

Posts: 6599




Post subject: Reply with quote
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.
_________________

YVAN EHT NIOJ !
PostWed Jul 15, 2009 12:59 pm
View user's profile Send private message
NeuralDream

 

Joined: 22 Dec 2007

Posts: 9282




Post subject: Reply with quote
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.
_________________

My new blog, specialised in the military equipment of Greece (1821-today).
PostWed Jul 15, 2009 1:26 pm
View user's profile Send private message Visit poster's website
The_lucky_Y

 


Joined: 09 Jan 2008

Posts: 6599




Post subject: Reply with quote
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
_________________

YVAN EHT NIOJ !
PostTue Jul 28, 2009 2:54 pm
View user's profile Send private message
The_lucky_Y

 


Joined: 09 Jan 2008

Posts: 6599




Post subject: Reply with quote
bumpzilla
_________________

YVAN EHT NIOJ !
PostMon Aug 10, 2009 1:06 pm
View user's profile Send private message
Greyh Seer

.
 Muahahaha!

AHF Silver-Rated Trader

Joined: 16 Mar 2009

Posts: 1493




Post subject: Reply with quote
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.
_________________
-Greyh



Trade List: Greyh's WAS Trade List
+13 On AH Trade Boards
+10 On aaminis Trade Boards
PostWed Aug 19, 2009 1:37 am
View user's profile Send private message
The_lucky_Y

 


Joined: 09 Jan 2008

Posts: 6599




Post subject: Reply with quote
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.
_________________

YVAN EHT NIOJ !
PostThu Aug 20, 2009 12:06 pm
View user's profile Send private message
The_lucky_Y

 


Joined: 09 Jan 2008

Posts: 6599




Post subject: Reply with quote
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
_________________

YVAN EHT NIOJ !
PostSun Aug 23, 2009 9:28 pm
View user's profile Send private message
The_lucky_Y

 


Joined: 09 Jan 2008

Posts: 6599




Post subject: Reply with quote
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.
_________________

YVAN EHT NIOJ !
PostMon Aug 24, 2009 2:39 pm
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Axis & Allies ForuMINI Forum Index -> WAS Scenarios & Houserules All times are GMT
Page Previous  1, 2, 3  Next
Page 2 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
Donations are used for Forumini Olympics awards (donations admin: Aquarius)
Announcements
HERE'S YOUR CHANCE TO OWN USS NEW YORK!
Editor's Choice
Forumini Admirals
All War At Sea Cards
Dreadnought Rising
All AAM cards
Forumini Dogfights
Forumini Generals
Forumini Armies
Forumini Gallery
Friends
Official WoTC site
Richard Baker's Blog
Le Forum de A&ANM
Riverside Gaming
Locations of visitors to this page
Top posters
packertim 13359
RAEVSKI 6808
Okie 6666
The_lucky_Y 6599
Duck Crusader 5706
swarbs 5373
DaJudge 4761


Card File  Gallery  Forum Archive
Theme by: :: Cosmic Distortion ::
Powered by phpBB © 2001 phpBB Group