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Four Fleet 1943 Campaign - 1/2/4

 
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Jaws

 

Joined: 27 Feb 2008

Posts: 127




Post subject: Four Fleet 1943 Campaign - 1/2/4 Reply with quote
Every Fleet Build and Battle Report I have read on this Website always shows a complete disregard by the fleet commanders for what the loses in a particular battle would mean to an overall war strategy. I created the following Campaign system to make the Admirals of a Fleet think about the Next Battle and not just the one they are in.  

    I have not been able to test it with my Gaming group yet but I think it is balanced for the Units that are currently available.

                  Four Fleet 1943 Campaign - 1/2/4

    The following Campaign uses Fleets made up of 1 of each Rare, 2 Uncommon, and 4 Common models of each Nationality. Each Fleet numbers for 64 to 68 Ships and Aircraft with a point cost of 835 to 972.

    Use both Set I & Set II with the following Fleet Modifications.

United States: No 1944 Units, No Missouri, Laffey, or Samuel B. Roberts.

Japan: Use Kamikazes to represent A6M5 Zeros (Use Zeke Card with +1 AA, 7 points each.

Germany/Italy: All Destroyers are x3 not 4 (Galster, Ludermann, Luca Tarigo, and Ugolino Vivaldi. Only 1 Karlsruhe, Duca d'Aosta & Di Savoia.

Commonwealth: Use United Kingdom, Canada, Australia (with only 2x Arunta), France (Richelieu, Dunkerque, 4x Le Terrible) and Netherlands (De Ruyter, 2x Van Galen, and 4x Zvaardvisch), 4x Wildcats (Martlets).

This provides a Fleet Pool of 5 to 6 Battleships, 5 to 7 other Rares, 9 to 12 Uncommons, and 40 to 44 Commons for each Nationality.

Number of Games: Roll 1-2 = 3 Games, 3-4 = 5 Games, 5-6 = 7 Games.

Campaign Winner: which side wins the most overall games.

   Points per Game: Roll 2d6 (1 Black & 1 White), Points = total of dice x 50. Points can range for 100 to 600. If the Black Die is 3 > than the White it will be a Night Action. Roll 1d6: 1-4 = Full Night, 5 = Dusk, 6 = Dawn.

Map setup, Objectives, and Deployment Areas all by Standard Rules.

   Single Game Limits: No more than 4 Battleships, 2 Carriers (Rare or Uncommon), 2x all Uncommons (1x De Ruyter, Karlsruhe, Duca d'Aosta, and Di Savoia), 4x Common vessels (2x Arunta & 2x Van Galen, 3x All German & Italian Destroyers), Max of 12 Common Aircraft Allowed (Only 4 Common Fighters per Game)

     Fleet Reserve Points

Country                  Units    Fleet Points     Reserve Points

United States            68            972                   28
Japan                       65            959                   41
Commonwealth         64            889                  111
Germany/Italy          65            835                  165

   Withdrawel: If a battle is too One-Sided, a player can withdraw ships during battle. Move the ship to it's starting deployment area, declare withdrawel and, if the ship survives the next turn, it is removed from the map . The other player receives 1/2 the value of the ship card.

   Combat Damage: Ships that survive a battle may be used in additional Campaign Games. If they were Crippled they must wait out one game before rejoining the country's Fleet Pool.

Non-Unique Ships may be replaced once per campaign. Use the fleet's Reserve Points to purchase the lost Unit. It is expected that the Reserve Points will be used to replace Lost Aircraft and Rare Vessels.
 
    Unique Ships:

United States: California & Tennessee.
Japan: Yamato & Musashi
Commonwealth: Hood, Ark Royal, Richelieu & De Ruyter
Germany/Italy: Bismark, Tirpitz, Littorio, Graf Spee, Karlsruth, Duca d'Aosta & Di Savoia.
PostThu Feb 12, 2009 7:20 pm
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NjCo

 

Joined: 25 Feb 2008

Posts: 373




Post subject: Reply with quote
Nice idea. I like this.
PostThu Feb 12, 2009 8:10 pm
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