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Commissar_JPH

 

Joined: 12 May 2008

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Post subject: Campaign Ideas/Help Reply with quote
Ok, so the Atlanta Group (myself, IJN Fuso, MadGhost, and a few guys at the LGS we seem to have claimed in the name of War at Sea....and BasicBob and Peabody if they decide to join us....and anybody else in the Atlanta area) are getting together a campaign.

I've got a few ideas, and I'd like to bounce'em off y'all.

Setup phase:
--Everyone gets a 500 point "force pool".
--Everyone gets a nation.  Nations are as follows:
------Germany/Italy
------Japan
------United States
------Allied (British-Dutch-Australian-Canadian-French)
--Sides are Axis vs Allies (of course).
--Forumini Admirals may be used
---------Admirals whose flagships go down survive only on a d6 roll of 4+
---------Everyone's allowed to take 2-3 admirals (vichy-french count as allied french)

Campaign:
--Warhammer 40k style mission selection (roll 1d6, corresponding number is the mission)
--Mission types are as follows:
---------Taffy-3 style fight (carriers and escorts ambushed)
---------Take-and-hold Island (transports unload "troops")
---------Flotilla skirmish (light cruisers and destroyers only)
---------Gauntlet ("target" battleship has to survive successive waves of enemies and reach the "safety" point)
---------Normal objective
---------Annihilation
--Possible night-fight each mission (a roll of 5+ will make it a night mission)
--Winners get to replenish 75% of losses, losers replenish only 50%
--Certain missions give bonuses next mission (take-and-hold gives 3 extra free aircraft, Gauntlet gives the winner automatic initiative for 3 turns, Taffy-3 winner gets either carrier or battleship/cruiser killer for survivors of battle, flotilla winners get destroyer killer for survivors)
--Campaign will last for 7 missions
--Final (7th) mission will be a massive (up to, depending on recovered losses) 300 point brawl between all allied and all axis players

I'll flesh out the special missions later, but any thoughts, suggestions?
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PostMon Feb 23, 2009 4:47 am
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Okie

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Post subject: Reply with quote
Sure sound's like fun!! I wish I was in on this!
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PostMon Feb 23, 2009 6:35 am
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Commissar_JPH

 

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Post subject: Reply with quote
Ok, fleshing out the special missions here:


Carrier Ambush
--Side 1: Carriers and escorts, 225 points.
--Side 2: Attacking force, 175 points.
--Limitations:  
-------Side 1 is limited to any number of carriers (fleet, light, or escort), up to 2 light cruisers, and any number of destroyers and destroyer escorts.  They may only have as many aircraft as their carriers would normally allow.
-------Side 2 may not have any aircraft, carriers, or subs.
--Victory conditions:
-------Side 1 wins if they either wipe out the enemy fleet or at least a third of their carriers make it to the other side of the map (where they must stay for one turn) or at least a third of their carriers survive for 8 rounds.
-------Side 2 wins if they sink all the enemy carriers in 8 rounds.
--Mission Success Bonuses:
-------If side 1 wins, their surviving aircraft get +1 against battleships, their surface ships get both Valiant Stand and Cruiser Hunter.  These bonuses last for the next mission only.
-------If side 2 wins, their surviving ships get both Destroyer Hunter and +1 against carriers.  These bonuses last for the next mission only.

Gauntlet
--Side 1: Prey, 1 free battleship [the "target"] (most expensive one), 150 points of escorts.
--Side 2: Predators, 200 points
--Limitations:
--------Side 1 cannot have aircraft or subs and are limited to 1 battleship aside from the "target".
--------Side 2 is limited to 2 aircraft, no carriers, and 3 subs.
--Special Rules:
--------Side 1 sets up as normal.
--------Side 2 sets up in waves.  Turn 1 they may deploy aircraft, subs, destroyers, and destroyer escorts. Turn 3 they may deploy light and heavy cruisers. Turn 5 they may deploy battlecruisers and battleships.
--------Aircraft receive 2 (two) rearming tokens instead of one, meaning they must rearm for two turns instead of one.
--Victory Conditions:
--------Side 1 wins if the "target" battleship survives for 8 turns.
--------Side 2 wins if the "target" battleship is sunk by the end of turn 8.
--Mission Victory Bonus:
--------Whichever side wins will win initiative for the first 4 turns of the next mission.

Take and Hold
--Both sides build a 200 point fleet.  Each side gets 4 free transports (allies use the Jeremiah S. O'Brien, axis use the Kinai Maru)
--Special Rules:
---------The "objective" is a 2-piece island set up in the dead center of the map.
---------Each transport must stay for 2 turns in an adjacent sector to fully "unload".  Each turn unloads 1 "division" of troops.
---------Transports have the following modified stats:
------------------AA is boosted to 5
------------------Armor is boosted to 2
------------------Vital is boosted to 5
------------------Hull points is boosted to 4
------------------Speed is boosted to 2
--Victory conditions
---------Game ends at turn 10.  Whoever has the most "divisions" on the island wins.  This win enables the Mission Victory Bonus.
---------Should nobody have any divisions on the island or should all transports be sunk by (or before) turn 10, the side with the most victory points wins.  This win does not earn the Mission Victory Bonus.
--Mission Victory Bonus
---------The side that wins by having the most "divisions" on the island will receive 3 free aircraft next mission.  These aircraft do not count towards airbase limits (thus you may exceed airbase limits by 3).  This bonus counts for the next mission only.

Flotilla Skirmish
--Fleets are limited to 100 points.
--No fleet may have more than 2 light cruisers.
--No fleet may contain heavy cruisers, submarines, aircraft, carriers, battlecruisers, or battleships.
--Victory is achieved through normal objective based play.
--Winner gets "Destroyer Killer" for all surviving ships.   This bonus counts for the next mission only.
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PostMon Feb 23, 2009 8:26 pm
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IJN Fuso

 

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Post subject: Reply with quote
This is a good start.  I do have a concern about scenario 1:

The German / Italians only have GZ as a carrier.  I think we need to make an exception to allow GZ and Japanese Carriers.   Either that or force them to be the aggressors.

TimK
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PostMon Feb 23, 2009 9:28 pm
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IJN Fuso

 

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Post subject: Reply with quote
And for Gauntlet - I would make the BB side pay for his largest BB out of the 150 - otherwise they will actually get more than 200 points!  The US woudl get 73 + 150 = 223 points vs 200.
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PostMon Feb 23, 2009 9:48 pm
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Delta Echo

 

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Post subject: Reply with quote
IJN Fuso wrote:
And for Gauntlet - I would make the BB side pay for his largest BB out of the 150 - otherwise they will actually get more than 200 points!  The US woudl get 73 + 150 = 223 points vs 200.

I'm betting thats by design.  In Convoy / Escort Scenarios, defenders alway seem to have a disadvantage.  Even with the extra pts for the defender, I'd still put money on the attackers.

Nice Job Commissar_JPH, you have some fun looking scenarios here.
PostMon Feb 23, 2009 10:05 pm
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Commissar_JPH

 

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Post subject: Reply with quote
IJN Fuso wrote:
And for Gauntlet - I would make the BB side pay for his largest BB out of the 150 - otherwise they will actually get more than 200 points!  The US woudl get 73 + 150 = 223 points vs 200.


Yup, that's the basic idea there.  The defending side gets a bit of an edge due to the fact that if he loses that one ship....he's toast....so throwing some extra screening ships should help.


As for the Carrier Ambush, we can allow Japanese carriers (but no Japanese aircraft).  Or we can force the German/Italian side to be the aggressors (which might work out better, as the Americans and Brits both have more carriers.......the Axis only get 6 total...the GZ, Akagi, Shokaku, Zuikaku, Shoho, and Zuiho......while the Allies have the Enterprise, Hornet, Yorktown, Lexington, Saratoga, Ark Royal, 4 Illustrious', 34 Fencers, 9 Princetons, and 50 St. Los.........a grand total of 6 Axis carriers to 103 Allied carriers)
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PostMon Feb 23, 2009 11:08 pm
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IJN Fuso

 

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Post subject: Reply with quote
OK - I understand.  My guess is it will be easy for the US and Japan to survive the gauntlet as the its only on turn 5 do enemy BBs appear.  As UK gets Rodney - they should do OK too.  

If I read your rules right, the US have a Missouri as a target and can also field a Washington.  I think it needs to be slightly slanted towards the attacker here.  Maybe allow more planes or allow attacker BBs on Turn 2 or something like that.  Or not allow another defending BB.
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PostTue Feb 24, 2009 12:14 am
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Commissar_JPH

 

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Post subject: Reply with quote
Could take out the 2nd defending BB.

Anyway, I plan to playtest it later in the week, I'll try each of the variations.
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PostTue Feb 24, 2009 12:34 am
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IJN Fuso

 

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Post subject: Reply with quote
I play tested the Gauntlet scenario a few times and I'd like to  suggest a few modifications:

-  Prey gets 100 points worth of escorts
-  Prey cannot deploy additional BBs or subs
-  Prey can deploy 1 AC - but AC are subject to 2 rearming counters (like Pred's fleet)
- Prey can deploy a carrier
-  Prey sets up 1st.
-  Prey can place 1 island card on the map before deployment.  This is the only island

-  Preds deploy all units at the start of the game
-  Pred BBs cannot move 1st turn.  All other units can move 1st turn.
-  Preds can deploy a carrier

- Prey wins if target BB is alive after turn 8 OR they destroy 100+ points of Pred's units.
- Pred wins if Prey BB is sunk

Prey target BB is automatically replenished after this scenario.  This does not count against the 50% or 75% replenishment between scenarios.
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PostTue Apr 21, 2009 2:54 am
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Commissar_JPH

 

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Post subject: Reply with quote
sounds like some good changes.

I was thinking of bumping the force pools to maybe 1000 points.
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PostTue Apr 21, 2009 5:20 am
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Greyh Seer

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Commissar_JPH wrote:
sounds like some good changes.

I was thinking of bumping the force pools to maybe 1000 points.


Let us know once you've tested the changes.  Right now I am testing some of the original rules from your first post.  It looks like fun!
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PostTue Apr 21, 2009 12:35 pm
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IJN Fuso

 

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I play tested 1 game with teh new rules.  It's HARD for the BB to survive 8 turns.  I think that is the point of Guantlet.

Also - 1000 points may be better - especially if you suffer losses.

And some additional scenarios we could add to the campaign:  

The Malta convoy scenario - I love this one.
http://aaminis.myfastforum.org/about3481.html

And even the standard convoy scenario in the WAS manual

And ND's Deathmatch with a limit of 20 -25 turns.  Some mods would be:
- You can use anything in your force pool instead of 1 unit only  
- Winner takes opponents island or has most points at end of game.  You earn points for each unit you destroy + your bank + the points of your units in play.
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PostTue Apr 21, 2009 1:52 pm
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Greyh Seer

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Post subject: Reply with quote
IJN Fuso wrote:

And some additional scenarios we could add to the campaign:  

The Malta convoy scenario - I love this one.
http://aaminis.myfastforum.org/about3481.html

And even the standard convoy scenario in the WAS manual.



Love the Malta Convoy - Dislike the basic WAS convoy scenario - it's just way to unbalanced.


IJN Fuso wrote:

And ND's Deathmatch with a limit of 20 -25 turns.  Some mods would be:
- You can use anything in your force pool instead of 1 unit only  
- Winner takes opponents island or has most points at end of game.  You earn points for each unit you destroy + your bank + the points of your units in play.


Actually.  My group and I use lots of different spin offs of his scenario.  I've started another thread about this actually here.
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PostTue Apr 21, 2009 2:19 pm
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