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Arco's Island Hopping Format

 
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Greyh Seer

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Post subject: Arco's Island Hopping Format Reply with quote
Arcos over on the AH forums posted this amazing scenario/way to play WAS which I thought was extreamly interesting.  Check it out!

Original post: http://forums.gleemax.com/showthread.php?t=1168217

Island Hopping Format

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I've been playtesting an island hopping format, and have grown to like it a lot. It's much more balanced between the various vessel types than playing for objectives, and is well suited for low point games.

Island Hopping
In this format, both sides attempt to gain control of all the islands, of which there are four on the map. (Use Battle Map 01 with the island adjacent to the "red" player's deployment area two rows toward the center of the map and the "big island" reduced to one sector on the center row.) The player that gains control of all four islands wins.


In the picture I am using one Akitsuki as a Kinai Maru stand-in.

To play this format you will need all normal items plus:

Six transport ships, three for each side
Eight flags, four for each nation
Six colored tokens, three for each side

I myself simply use the Kinai Maru and SS Jeremiah O'Brien with drawn flags for Japan and the US with red and blue colored pieces of paper. You simply need markers of some sort.

Each has a total of three transports at all times. Transports do not count against the limit of ships in a sector. If a transport is sunk, deploy it on the edge of its owner's side of the map. Additionally, each side has three troop tokens, which can be carried by a transport. If a troop token is destroyed, its player may place one on the edge of that player's side of the map to be picked up by a transport. Troop tokens may be unloaded on islands by adjacent transports, or loaded onto adjacent transports from islands. Transports load or unload at the end of the movement phase, and can only load or unload once per turn.

When troops tokens from the two different players are on the same island, each player rolls a die and re-rolling on a tie. The player with the lower number loses a troop token.

When a player has a troop token on an island with no rival troop tokens on it, that player then controls the island and may put their flag on the island.

In the event that a player has no non-transport surface ships left, the game is over and the player with more islands controlled wins, with a +1 bonus for the player(s) who still have at least one surface ship left.
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PostFri Apr 03, 2009 1:43 pm
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Snippersly

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 Hellcat Commander

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Joined: 24 Dec 2007

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Post subject: Reply with quote
I played this out with SirBrian and we had a blast.  A good new mix for WaS.  Too bad he didnt enter this in the Olympics.  It's a winner!!  

We started with a 100 pt fleet, no planes or subs to make it simple, but we see alot of play possibilities with bigger fleets too!!  Fun, try it!

Snippersly
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PostFri Apr 03, 2009 2:16 pm
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