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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

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The_lucky_Y

 

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watchlist update for set V units:

Atlantis because of its SA , needs more playtest


units probably get house rule fixing:


Kaga : exp DF1

Ise : TD1, fly off strike counts not against stacking limit, can be reused every turn  while undamaged.

units that get already an house rule fixing:

Friedrich der Große: 1944
Sowjetsky Soyus: 1944
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PostMon Jan 10, 2011 8:15 pm
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The_lucky_Y

 

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Trying the three strike out rule as optional rule in this scenario, nothing set in stone until now.
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PostWed Feb 16, 2011 11:38 pm
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Are units with "Close Escort" counted as 1 point for stacking limits?

BTW, you should make a PDF of all the rules, and make a HD map so it isn't pixelated when you blow it up.
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PostWed Apr 06, 2011 6:13 am
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The_lucky_Y

 

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Rebel wrote:
Are units with "Close Escort" counted as 1 point for stacking limits?

BTW, you should make a PDF of all the rules, and make a HD map so it isn't pixelated when you blow it up.


close escort counts nothing to stacking limit, so you can have for e.g. an cruiser and two destroyers in one sector and may add an destroyer with close escort too.

the PDF thing is under construction or work in progress
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PostWed Apr 06, 2011 6:42 am
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The_lucky_Y wrote:
Rebel wrote:
Are units with "Close Escort" counted as 1 point for stacking limits?

BTW, you should make a PDF of all the rules, and make a HD map so it isn't pixelated when you blow it up.


close escort counts nothing to stacking limit, so you can have for e.g. an cruiser and two destroyers in one sector and may add an destroyer with close escort too.

the PDF thing is under construction or work in progress


OK, i saw the FAQ after i posted the question! Embarassed
I tried playing today and i have a few questions:

Can "rearming" aircraft carriers use their "expert" abilities? can it carry planes yet?

How exactly do the "amphibious landings" work, do you roll a dice for each of the "Landing" points? Or each of the points it cost? And if can you use "Landing" to get points to build with on a island? Can you use the "Tokyo Express" or "Vital Cargo" ability to take an island?

Why do all Ships get a rearming counter when built? Why not just AC's and BB's? That makes other boats easier to build!

It seems to me that this games make Subs really weak? It takes forever to get to the battle, and sub pens and sub bunkers are sooooo expensive?

There are a few more, but I forget them?
Any answers? Thanks! Smile
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PostWed Apr 06, 2011 12:54 pm
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The_lucky_Y

 

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Quote:


OK, i saw the FAQ after i posted the question! Embarassed
I tried playing today and i have a few questions
Can "rearming" aircraft carriers use their "expert" abilities? can it carry planes yet?

Aircraft carriers can base aircrafts only if they are ready to go and have no rearming markers on them. Rearming in this case means shakedown cruise and outfitting before being full commisioned
Quote:

How exactly do the "amphibious landings" work, do you roll a dice for each of the "Landing" points? Or each of the points it cost? And if can you use "Landing" to get points to build with on a island? Can you use the "Tokyo Express" or "Vital Cargo" ability to take an island?

Let me explain with an example: Kinai maru is next to an island, to seize an island you roll 4 dice for amphibious landing and you are successful if you roll one 6. since Kinai Maru cost 4 points you get 4 dice and in case of succes you add the ships point cost to the initial stock of the island. A JOB let you roll only 3 dice because of the point cost of 3.
For the landing ability answer from the FAQ:
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.
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.

since Tokyo express is an new SA I suggest threating the SA as like secret cargo in the FAQ.
Quote:

Why do all Ships get a rearming counter when built? Why not just AC's and BB's? That makes other boats easier to build!

They are called construction markers until the last one and the hull points of each unit determine the number of them.
Its a key game mechanic that you need some time to build a big ship and get it into the fight because your opponent must have the opportunity for counter actions. In the game you get a 6 hull battleship ready within 5 rounds(months), an destroyer only needs 3 rounds.
Quote:

It seems to me that this games make Subs really weak? It takes forever to get to the battle, and sub pens and sub bunkers are sooooo expensive?

Play against the Germans who can build the U66 and you need dozens of destroyers or ASW units to get them under control.
Since the invention of infiltrator subs you can get the sub right into the battle zone in a few turns. The units that can fight against subs are very limited so we limited the source of subs too. every game I play there are always sub pens purchased.
You can also start with maximum upgrades on the initial islands.
Quote:

There are a few more, but I forget them?
Any answers? Thanks! Smile


hope the answers help you a bit more.
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PostWed Apr 06, 2011 9:04 pm
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The_lucky_Y wrote:

Let me explain with an example: Kinai maru is next to an island, to seize an island you roll 4 dice for amphibious landing and you are successful if you roll one 6. since Kinai Maru cost 4 points you get 4 dice and in case of succes you add the ships point cost to the initial stock of the island. A JOB let you roll only 3 dice because of the point cost of 3.
For the landing ability answer from the FAQ:
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.
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.

since Tokyo express is an new SA I suggest threating the SA as like secret cargo in the FAQ.



They are called construction markers until the last one and the hull points of each unit determine the number of them.
Its a key game mechanic that you need some time to build a big ship and get it into the fight because your opponent must have the opportunity for counter actions. In the game you get a 6 hull battleship ready within 5 rounds(months), an destroyer only needs 3 rounds.


1) What happens if your Landing X fails, (i.e. you roll 3 dice for JOB, but roll all 1's, what happens to the JOB?

2)I meant the rearming counter that is placed to simulate the shake down cruise, why not just make it BB's AC's and CC's? That makes it easier to make DD's and Subs.
Thanks, and cool scenario!
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PostThu Apr 07, 2011 12:33 pm
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The_lucky_Y

 

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Rebel wrote:


1) What happens if your Landing X fails, (i.e. you roll 3 dice for JOB, but roll all 1's, what happens to the JOB?


does continue existing until killed by other units. you may attack the same island once more in the next attack step.

Quote:

2)I meant the rearming counter that is placed to simulate the shake down cruise, why not just make it BB's AC's and CC's? That makes it easier to make DD's and Subs.
Thanks, and cool scenario!


all units are threated equal to avoid confusing and other hassle.
subs and destroyers are normally the quickest available fighting unit.
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PostThu Apr 07, 2011 1:13 pm
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OK thanks!

btw, i played as britain, and the Sunderland- Beaufighter combo really rocked!
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PostFri Apr 08, 2011 9:53 am
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More Questions, sorry!
Ise- what is the range for this units ability?
Chitose- what is the range on this attack? and can you get this in your first build?
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PostSun Apr 10, 2011 1:22 pm
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The_lucky_Y

 

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Rebel wrote:
More Questions, sorry!
Ise- what is the range for this units ability?
Chitose- what is the range on this attack? and can you get this in your first build?


Ise fly off strike: give the 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.



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.
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PostSun Apr 10, 2011 9:35 pm
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The_lucky_Y

 

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Keeping this on page 1

Hope set VI need not much errata and house ruling
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PostThu Aug 04, 2011 9:43 pm
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The_lucky_Y

 

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Set 6 give our gaming group more stuff to think about , some rules are sheduled to changed or reworded. watch out for it.
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PostSun Jan 01, 2012 9:19 pm
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The_lucky_Y

 

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Much hassle about rules come abord with TP units before we finished playtesting the Set 6 ones.


Mayor Rules change on initial fleets and the upgrade line of dockyards, improves the game a lot.

The three strike out rule about aircrafts is now fixed


coming soon with those updates.
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PostSun Sep 09, 2012 9:29 pm
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The_lucky_Y

 

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bump

some optional submarine rules WIP

TN if finished would be on the scope





also WIP better graphics and rules explainations
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PostThu May 30, 2013 4:51 pm
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almost finished new Shipyard building/upgrade queue:

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

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
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PostThu May 30, 2013 5:28 pm
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The_lucky_Y

 

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Waiting for my team seagod decks third run, then we can do more playtest with some units which need some.
Some special abilities give a headache to our playtest grp because they cause some imbalance in this scenario.

After that is finished I redo the complete thing and all those updates needed.


Thanks for the patience.
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PostMon May 26, 2014 1:44 pm
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The_lucky_Y

 

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Added new shipyard line, now we have 4 levels of shipyards.

Team seagod decks are in playtest, sorry 4 delays.


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