:: :: FAQ :: Search :: Memberlist :: Join! (free) :: Profile :: Log in to check your private messages :: Log in ::
Forumini Admirals
Page Previous  1, 2, 3, 4, 5, 6, 7  Next  
Post new topic   Reply to topic    Axis & Allies ForuMINI Forum Index -> WAS Custom Cards
View previous topic :: View next topic  
Author Message
Please Register and Login to this forum to stop seeing this advertising.

 


Likes received:




Post subject:   (Liked by:)  Like this post
Back to top
Asbestos

 
MyTheaterClub

Joined: 20 Aug 2009
Likes received: 233

Posts: 24550
FLAGS




Post subject:  Reply with quote   (Liked by:0)  Like this post
tw252 wrote:
I have posted Kuznetsov somewhere this forum, but I would like to post a newer version:

Kuznetsov
Fleet Alerted: This player's opponent's ships lose the SA "Lead the Attack" and this player's ships gain the SA "Lead the Attack".

I have already uploaded two pictures of him earlier.


This is a nice ability in terms of flavor, but I feel like it is of dubious use.
How I might reword it:
"This player's opponent's ships lose the SAs "Lead the Attack" and "Early Deployment". Two of this player's ships gain the SA "Early Deployment".

Useful, I think, but not over the top. Of course, it needs some playtesting.
_________________
PostMon Feb 08, 2010 10:34 pm
Back to top View user's profile Send private message
tw252

 

Joined: 22 Mar 2009
Likes received: 1

Posts: 3104
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Asbestos wrote:
tw252 wrote:
I have posted Kuznetsov somewhere this forum, but I would like to post a newer version:

Kuznetsov
Fleet Alerted: This player's opponent's ships lose the SA "Lead the Attack" and this player's ships gain the SA "Lead the Attack".

I have already uploaded two pictures of him earlier.


This is a nice ability in terms of flavor, but I feel like it is of dubious use.
How I might reword it:
"This player's opponent's ships lose the SAs "Lead the Attack" and "Early Deployment". Two of this player's ships gain the SA "Early Deployment".

Useful, I think, but not over the top. Of course, it needs some playtesting.

Agreed.
PostTue Feb 09, 2010 4:50 am
Back to top View user's profile Send private message
cealigh the MadScot

 I AM the Mad Scot! None are my equal! Many are my betters!


Joined: 01 Mar 2008
Likes received: 5

Posts: 1712
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
What happened to Adm Chester Nimitz USN and Adm William "Bull" Halsey's Cards???
_________________
Make no mistake! We are all going to die today! But BY GOD, we will take as many of those Nip Son's of Bitches with us when we do! Now get to work killin' these Bastards!"  
PostFri Feb 26, 2010 7:05 pm
Back to top View user's profile Send private message Send e-mail Visit poster's website
tw252

 

Joined: 22 Mar 2009
Likes received: 1

Posts: 3104
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
cealigh the MadScot wrote:
What happened to Adm Chester Nimitz USN and Adm William "Bull" Halsey's Cards???

The cards are simply not made.
PostMon Mar 01, 2010 2:28 pm
Back to top View user's profile Send private message
cealigh the MadScot

 I AM the Mad Scot! None are my equal! Many are my betters!


Joined: 01 Mar 2008
Likes received: 5

Posts: 1712
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
they were in the original set.
_________________
Make no mistake! We are all going to die today! But BY GOD, we will take as many of those Nip Son's of Bitches with us when we do! Now get to work killin' these Bastards!"  
PostMon Mar 01, 2010 3:04 pm
Back to top View user's profile Send private message Send e-mail Visit poster's website
tw252

 

Joined: 22 Mar 2009
Likes received: 1

Posts: 3104
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
NeuralDream wrote:
We never managed to agree on Nimitz and Halsey and so we didn't make their cards.

I think this will answer you.
PostMon Mar 01, 2010 3:29 pm
Back to top View user's profile Send private message
cealigh the MadScot

 I AM the Mad Scot! None are my equal! Many are my betters!


Joined: 01 Mar 2008
Likes received: 5

Posts: 1712
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
I guess these don't look familiar?




from a post by Jesse James:
http://aaminis.myfastforum.org/about591.html

So I guess these never existed??  Hmmm.  I knew I wasn't losing my mind.
_________________
Make no mistake! We are all going to die today! But BY GOD, we will take as many of those Nip Son's of Bitches with us when we do! Now get to work killin' these Bastards!"  
PostWed Mar 03, 2010 5:12 pm
Back to top View user's profile Send private message Send e-mail Visit poster's website
Swished3

 Hard Oil!


Joined: 16 Sep 2009
Likes received: 329

Posts: 14762
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Any possibility of a Canadian Admiral Card?
_________________


Tradelist
http://aaminis.myfastforum.org/about10066.html
PostTue Mar 23, 2010 5:04 pm
Back to top View user's profile Send private message
Asbestos

 
MyTheaterClub

Joined: 20 Aug 2009
Likes received: 233

Posts: 24550
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
I think it's time for a Russian and a Greek.
_________________
PostSat Jul 10, 2010 7:08 pm
Back to top View user's profile Send private message
Admiral Graf Spee

 Double Agent

MySingleNationClub
MySpecialCauseClub

Joined: 18 Sep 2009
Likes received: 1

Posts: 1650
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Any chance of getting Nimitz and Halsey's cards made up in the same format as the rest of the Admiral cards at the beginning of this thread?  Smile

Also, have any of you tried playing with some sort of rule requiring your Admiral to be placed on an actual ship in your fleet?   Something like this:  you lose the Admiral for the rest of the game if his ship is sunk, unless you transfer him to another ship either beforehand or immediately afterward.  To transfer an Admiral, you must place the ship he is being transferred to in the same square as his current ship (or last location if the ship was sunk the previous turn) and the transfer is done after the Sea Movement phase but before Sea Combat.  You lose the effects of Admiral for a turn if his ship was sunk.  

That was just off the top of my head...I'm sure we could refine that and I'm just curious if anyone else has tried something similar.  I haven't tried playing with Admirals yet but am considering giving it a go.  Perhaps a ship embarking or disembarking an Admiral cannot use any speed bonus SA's that turn that allow it to move after both fleets have been placed?  

Anyway, just a thought.
_________________
PostMon Jul 19, 2010 6:17 am
Back to top View user's profile Send private message Visit poster's website
cealigh the MadScot

 I AM the Mad Scot! None are my equal! Many are my betters!


Joined: 01 Mar 2008
Likes received: 5

Posts: 1712
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
@ AGS. The Nimitz and Halsey cards were in the "ORIGINAL" Set.  Which for what ever silly reason were deleted from the forum.

Here is a suggestion!  Just re-do them just as these are but in the new format??
_________________
Make no mistake! We are all going to die today! But BY GOD, we will take as many of those Nip Son's of Bitches with us when we do! Now get to work killin' these Bastards!"  
PostWed Sep 15, 2010 6:55 pm
Back to top View user's profile Send private message Send e-mail Visit poster's website
Anrack Fett

 We're going to need a bigger boat!


Joined: 06 Apr 2010
Likes received:

Posts: 6426
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
A good suggestion.  I'm interested to see the stats on Nimitz since I play with admiral cards for my campaign...
_________________
Favorite ships: Graf Spee, Warspite, Fuso, Yorktown, Atlantis, Houston, Ise, Dante Alighieri, Constitution, Saratoga, Surcouf, I-400, Dunkerque, Zuikaku, Hermes,
PostWed Sep 15, 2010 9:48 pm
Back to top View user's profile Send private message
RAEVSKI

 Site Admin

MySpecialCauseClub

Joined: 16 Jan 2008
Likes received: 229

Posts: 26750
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Asbestos wrote:
I think it's time for a Russian and a Greek.

agreed.
_________________
PostWed Sep 15, 2010 10:44 pm
Back to top View user's profile Send private message
Asbestos

 
MyTheaterClub

Joined: 20 Aug 2009
Likes received: 233

Posts: 24550
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
I know nothing about Greek admirals though, but I suspect that ND probably knows a thing or two.
_________________
PostWed Sep 15, 2010 11:14 pm
Back to top View user's profile Send private message
RAEVSKI

 Site Admin

MySpecialCauseClub

Joined: 16 Jan 2008
Likes received: 229

Posts: 26750
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
The Russian Admiral i think we had a mines Type SA
The SA i wanted on my Romanian Admiral is similiar.
Prelaid Barrage- you may place mines before the game starts.
_________________
PostThu Sep 16, 2010 12:50 am
Back to top View user's profile Send private message
Admiral Graf Spee

 Double Agent

MySingleNationClub
MySpecialCauseClub

Joined: 18 Sep 2009
Likes received: 1

Posts: 1650
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Just came up with a set of rules for requiring your Admiral to actually be commanding from aboard a unit in the game.  It might make things a bit more interesting/challenging...I haven't playtested this yet, but I'm posting my tentative set of rules here for fun and feedback.  Smile  Sorry for any formatting issues...I do have this all saved as a .doc file.  

---------------------------------------
Axis and Allies Naval Miniatures:  War at Sea

Rules for using Forumini Admirals cards, by Admiral_Graf_Spee
Version 1.0, September 16th, 2010.  

ADMIRALS:  

Placement at start of game:

One Admiral may be placed aboard a Ship or Submarine of like nationality
during the placement of units at the start of the game.  

Voluntary Transfer of Flag:

Admirals may transfer from one Ship or Sub to another Ship or Sub during the
Sea Movement phase without penalty if neither unit is crippled and if both units
are in the same sector during all or part of the phase.  

Sunk Flagships:

If, during the Air or Surface Attack phases, a Ship or Sub is sunk with an
Admiral aboard, there is a chance the Admiral may survive the sinking and be
cast adrift on a small boat or life raft.  Alternatively, the Admiral may go down
with his ship.

Ships:  If the Admiral's ship is vitaled, roll a die.  On a 5 or 6, the Admiral
survives.  Otherwise, he goes down with the ship.  If the ship is sunk but not
vitaled, roll a die.  The Admiral survives any roll above 2.  

Subs:  If the submarine is vitaled or torpedoed, the Admiral goes down with the
ship.  If the submarine is sunk but not vitaled or torpedoed, roll a die.  On a 5
or 6, the Admiral survives.  

Adrift Admirals:

An Admiral set adrift remains in his sector and can be picked up by any friendly or enemy Ship, Sub, or "flying boat."  (A "flying boat" is an aircraft with a watertight fuselage.  All aircraft in-game with Loiter are flying boats)  A Ship or Sub picking up an Admiral from
the sea does so during the Sea Movement phase, and must give up either 1 movement point or the ability to make Gunnery and ASW attacks.  If the unit cannot take the penalty, then it cannot pick up the Admiral.  A flying boat may rescue the Admiral during the Air Movement phase, and has two courses of action available.  The flying boat can drop off the Admiral at any friendly Ship by moving to that Ship as its Air Movement.  (Picking up the Admiral is done during placement of the flying boat and pickup/dropoff happen in the same movement)  Alternatively, the flying boat may drop the Admiral off back at the Airbase, from whence the Admiral could later be taken aboard a flying boat to a friendly Ship or Sub another turn.  

Admiral Benefits:  

  An Admiral's Special Abilities [other than abilities that apply only to fleet
setup] are only in effect while the Admiral is aboard a friendly Ship or Sub.  A
player cannot benefit from the Admiral's SA's during a phase if the Admiral is
adrift, at the airbase, captured, or dead at the beginning of that phase.  

Optional Rules:

1)  Motor Torpedo Boats:

  A player cannot benefit from an Admiral's SA's during a phase if the Admiral
is aboard a Torpedo Boat at the beginning of that phase, due to such a boat's lack of command facilities.  

2)  Submarines:

  A player cannot benefit from an Admiral's SA's during a phase if the Admiral
is aboard a Submarine at the beginning of that phase, due to the lack of
command facilities.  

2)  Flagship Choice:

  Variant A:  A player must place his Admiral aboard a Ship with a Flagship
rating of 1 or higher at the start of the game.  The player is free to transfer his
Admiral's Flag to another unit once the game begins.  

  Variant B:  A player must place his Admiral aboard a Ship with a Flagship
rating of 1 or higher at the start of the game.  The player is free to transfer his
Admiral to any other unit once the game begins; however, the Admiral can only
transfer his Flag to another unit with a Flagship rating if the player wishes to
receive the benefits of the Admiral's Special Abilities.  

  Variant C:  A player may place his Admiral aboard any Ship or Sub he chooses
at the start of the game; but that player can receive +1 Initiative in addition to all
other Initiative bonuses if his Admiral is aboard an uncrippled unit with a Flag
rating of 1 or above at the start of that turn.
_________________
PostThu Sep 16, 2010 5:56 am
Back to top View user's profile Send private message Visit poster's website
Admiral Graf Spee

 Double Agent

MySingleNationClub
MySpecialCauseClub

Joined: 18 Sep 2009
Likes received: 1

Posts: 1650
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
I'm thinking of perhaps adding another Optional Rule awarding Victory Points proportionate to the number of points used in for setup for taking out an enemy Admiral.  Thoughts?  Say...5 or 10 percent of the points used during setup?  

Sorry for the long post...figured these might be fun house rules and I'd love advice on some of the details. (such as likelihood of an Admiral surviving the sinking of his ship, time required to transfer flag [but I want to keep things within playable limits], etc.)
_________________
PostThu Sep 16, 2010 6:00 am
Back to top View user's profile Send private message Visit poster's website
tw252

 

Joined: 22 Mar 2009
Likes received: 1

Posts: 3104
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
I think we need ND to give someone the green light to make the cards first, like what I did for the Forumini Generals.
PostThu Sep 16, 2010 6:33 am
Back to top View user's profile Send private message
SailorE

 

Joined: 16 Dec 2011
Likes received:

Posts: 27
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Bringing this old thread back up again, as I found these admiral-cards/rules quite intrigueing.

Have anyone thought about an expansion with at least two admirals per nation?
_________________
I: 18/64(29) II: 23/60(34) III: 39/40(80) S: 8/8(16) IV: 37/40(69) V: 33/39(43) VI: 40/40(70)
PostThu Jan 12, 2012 12:27 am
Back to top View user's profile Send private message
Tricki Vic BB71

 I am so excited about Canadians ruling the world. - John Diefenbaker

MySingleNationClub
MyTheaterClub
MySpecialCauseClub

Joined: 20 Mar 2011
Likes received: 71

Posts: 3576
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Quote:
Sunk Flagships:

If, during the Air or Surface Attack phases, a Ship or Sub is sunk with an
Admiral aboard, there is a chance the Admiral may survive the sinking and be
cast adrift on a small boat or life raft.  Alternatively, the Admiral may go down
with his ship.

Ships:  If the Admiral's ship is vitaled, roll a die.  On a 5 or 6, the Admiral
survives.  Otherwise, he goes down with the ship.  If the ship is sunk but not
vitaled, roll a die.  The Admiral survives any roll above 2.  

Subs:  If the submarine is vitaled or torpedoed, the Admiral goes down with the
ship.  If the submarine is sunk but not vitaled or torpedoed, roll a die.  On a 5
or 6, the Admiral survives.  

Adrift Admirals:

An Admiral set adrift remains in his sector and can be picked up by any friendly or enemy Ship, Sub, or "flying boat."  (A "flying boat" is an aircraft with a watertight fuselage.  All aircraft in-game with Loiter are flying boats)  A Ship or Sub picking up an Admiral from
the sea does so during the Sea Movement phase, and must give up either 1 movement point or the ability to make Gunnery and ASW attacks.  If the unit cannot take the penalty, then it cannot pick up the Admiral.  A flying boat may rescue the Admiral during the Air Movement phase, and has two courses of action available.  The flying boat can drop off the Admiral at any friendly Ship by moving to that Ship as its Air Movement.  (Picking up the Admiral is done during placement of the flying boat and pickup/dropoff happen in the same movement)  Alternatively, the flying boat may drop the Admiral off back at the Airbase, from whence the Admiral could later be taken aboard a flying boat to a friendly Ship or Sub another turn.  
How about modifying it include AA and Torpedo attacks as well. Reword it to, "or the ability to make Gunnery, Anit-Air, ASW and Torpedo attacks." Just my thought and what about enemy units capturing the admiral what special rules apply?

Quote:
Ships:  If the Admiral's ship is vitaled, roll a die.  On a 5 or 6, the Admiral
survives.  Otherwise, he goes down with the ship.  If the ship is sunk but not
I suggest adding that on a face value of 4 the Admiral is captured by your opponent and you can no longer use your Admiral SA's.

Quote:
vitaled, roll a die.  The Admiral survives any roll above 2.
How about modifing it to a face value of 3? If lands on a 2 the Admiral is captured by your opponent and you can no longer use your Admiral SA's and on a face value of 1 the Admiral dies.

Quote:
If the submarine is sunk but not vitaled or torpedoed, roll a die.  On a 5
or 6, the Admiral survives.
On a face value of 4 the Admiral is captured by your opponent and you can no longer use your Admiral SA's.


_________________

Erwin Rommel - "Give me American supply lines, British planes, German officers and Canadian troops, and I can take over the world".
PostSat Jan 14, 2012 7:33 pm
Back to top View user's profile Send private message
Display posts from previous:   

Post new topic   Reply to topic
Page Previous  1, 2, 3, 4, 5, 6, 7  Next



   Axis & Allies ForuMINI Forum Index » WAS Custom Cards

 
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
Editor's Choice
All AAM cards
All AAAF Cards
All War At Sea Cards
Forumini Admirals
A20 World Rankings
1. Jcmonson 1066
1. Bean965 1038
3. Vergilius 1024
WAS World Rankings
1. Admiral Wannabee 1240
2. mnnorthstars 1170
3. Azrael 1120
AAM World Rankings
1. Lil Snips 1096
2. Tripwire 1021
3. Kawolski 1010
Friends
Official WoTC site
Richard Baker's new Blog
Le Forum de A&ANM
Riverside Gaming
A&A Underground
Top posters
Brigman 42738
weedsrock2 36849
Flakstruk 35335
RAEVSKI 26750
firesdstny 26685
Asbestos 24550
SWO_Daddy 23223
Solomiranthius 19325
NeuralDream 18233
nrnstraswa 17161
herky80 16512
Lt_V 16301
jfkziegler 15353
Swished3 14762
carrion 14490
LcdrSwizzle 13697
packertim 13611
DaJudge 13360
mnnorthstars 12780
The_lucky_Y 12511
danaussie 12161
Shinnentai 11687
hokiepastor 10867


Forumini Newsletter
Issue #10 (Sep. 2013)
Issue #9 (Sep. 2012)
Issue #8 (Dec. 2011)
Issue #7 (Sep. 2011)
Issue #6 (Apr. 2011)
Issue #5 (Christmas 2010)
Issue #4 (Dec. 2010)
Issue #3 (Jul. 2010)
Issue #2 (Apr. 2010)
Issue #1 (Feb. 2010)


Card File  Gallery  Forum Archive
Theme by: :: Cosmic Distortion ::
Powered by phpBB © 2001 phpBB Group
Create your own free forum | Buy a domain to use with your forum