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| jfkziegler wrote: | | Anyone get a chance to playtest these yet? |
I'm in the middle of a slow motion game. (My internet service has been keeping me out of touch, and I've been unusually busy.) So far, we're only up to the Air Mission phase of the second turn, but we've already bumped into some basic questions. How many counters can the Transport carry? When you land troops, do you have to land them all? (I just got my computer working, and I already need to hit the sack.) I'll have to get back to you with more details.
Here are the builds we're using...
Good Guys
1x Wildcat (7)
3x Avenger (42)
1x Intrepid (26)
1x California (45)
1x Cleveland (16)
1x John C. Butler (6)
2x Troop Transports (8)
150 Points
Bad Guys
2x Bf-109 (14)
1x Graf Zeppelin (18)
1x Tirpitz (55)
1x Scharnhorst (38)
1x Hans Ludemann (8)
1x U-66 (12)
1x Troop Transport (4)
150 Points |
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Fri Aug 07, 2009 12:28 pm |
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| chesty wrote: | | How many counters can the Transport carry? |
Two, since it's an auxiliary.
| chesty wrote: | | When you land troops, do you have to land them all? |
I guess not, although I think you would typically want to. _________________
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Fri Aug 07, 2009 1:33 pm |
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 Muahahaha!
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I am very eager to hear about playtesting. I would love it if we could get a solid ruleset here.
I've also started a thread on the AH/gleemax forums about what other type of rulesets could be in the new starter and I suggested a troop lading one...mostly because of how promising this ruleset is...
Though RB might want something simpler...hmm...Still, I really want to see some reports on this rulest! _________________ -Greyh
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Sun Aug 09, 2009 11:28 am |
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I too. I am looking for someone who want to testplay these rules in the online game forum.
My personal view: The troop landing rules are, in conjuction with the convoy attack, surface fleet battle and harbour attack rules, the most important rules and make the game playable (and allow playing a campagin without using AAM). _________________ Map
Midway
Strategic Map
North Atlantic and Mediteran Sea, Pacific and Eastern Indic |
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Sun Aug 09, 2009 12:01 pm |
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Before spilling all the details of this test run, I'd like to say that these rules add a lot of fun to the game. It's nice to have a purpose, for one thing. For another, you have to consider your deployment and strategy very carefully. Once we get the details worked out, I think everyone who tries them will be hooked. I know that "the Devil's in the details", but I'm sure we can work it out. These rules are too cool not to use.
I made a battle map with Paint and set it as my background for reference. The Americans on the left, the Germans on the right, and islands where the objectives normally go. The top and bottom islands had storage tanks and wharehouses to represent resource objectives. The center island had an optimistic airstrip as the objective.
Before the game, we agreed on a 150 point limit for the fleets. We didn't say we had to bring any transports. We agreed that victory points would equal 50 points per objective held by troops, 25 points per objective held by sea control, and points equal to the value of units destroyed, to be determined at the end of each turn. First player with 150 points at the end of any turn wins the game.
We agreed to use the Special rules for troops regenerating damage (re-grouping?) between turns and for Transports re-deploying when they die or deliver. We argued about whether Transports should get to carry three Troop counters, but decided against it for this test.
Both sides brought a Battleship and a Carrier, but the Germans also brought a Submarine (of course). The Americans brought two Transports, but the Germans brought only one. Deployed like so...
Intrepid Graf Zeppelin
_ Wildcat _ Bf-109
_ Avenger _ Bf-109
_ Avenger Hans Ludemann
_ Avenger
Transport U-66
Cleveland
California Tirpitz
Transport Transport
John C. Butler Scharnhorst
On the first turn, the German Battleship Group moved two sectors toward the bottom island while their Carrier Group moved two sectors toward the center island. The U-66 started to circle the center island. The California failed her Slow roll, and her Battleship Group moved one sector toward the bottom island. The Intrepid group moved two sectors toward the center island. The Germans split their Fighters between their two surface groups. The Americans sent all their air against the Tirpitz, and the single Avenger that made it through got two hits on the Tirpitz for two points of damage.
On the second turn, the John C. Butler failed her Slow roll, and the California group moved another sector toward the bottom island. The Intrepid group moved two sectors to come adjacent to the center island. The Graf Zeppelin group moved two sectors to end up adjacent to the center island, opposite the Intrepid group. The Tirpitz group moved two sectors to reach the bottom island, and the U-66 moved another sector around the center island to get next to the Intrepid group. When the American wanted to land only one Troop counter on the center island, we agreed to allow it. The German Transport landed both Troop counters on the bottom island. The Americans sent all their air against the U-66, and the Germans sent all two of their Fighters to defend it. An Avenger died, but the U-66 took a point of damage. When the American wanted to make normal Gunnery attacks against the troops on the bottom island, we agreed to allow it. We also agreed that damage should spread before stacking. The California hit one Troop counter and the Cleveland hit the other. The Scharnhorst got a hit on the Cleveland and a hit on the American troops on the center island. The Tirpitz hit the troops again and wiped them out. The U-66 put a torpedo into the Cleveland and sank her. The German Transport was re-deployed and damage markers were removed from the Troop counters on the bottom island.
On the third turn, the Intrepid Group moved two sectors to reach the top island. The California group moved two sectors to finally get next to the bottom island. The Tirpitz group moved two sectors to pass between the center and bottom islands. The Graf Zeppelin group moved two sectors around the center island, toward the top island. The U-66 moved one sector around the center island, toward the top island. The re-deployed German Transport moved two sectors toward the top island. The Transport with the Intrepid landed its last Troop counter on the top island and the Transport with the California landed both Troop counters on the bottom island. The Germans split their Fighters between their Transport and the U-66. The Americans committed all their air against the U-66, killing the Fighter and sinking the U-66 with hits from both Bombers. The Intrepid hit the Graf Zeppelin and the California hit the Tirpitz for a point of damage apiece, but the rest of the American Gunnery attacks were Maggie's Drawers. The Hans Ludemann put a fish into the Intrepid for a point of damage, but she and the Graf Zeppelin scored no hits with their Gunnery attacks. The Tirpitz hit the California for a point of damage, sank the John C. Butler with a Vital hit, and hit the American troops on the bottom island. The Scharnhorst missed the California, but got two hits on the American Troop counters on the bottom island, killing one and damaging the other. We agreed that Troop versus Troop combat should be at the end of the Surface Attack phase, and that undamaged Troop counters should throw two attack dice instead of one. The American troops scored a hit, but hits from both the German units killed them. Since the U-66 had been sunk, there was no Sub phase, and the damage marker was removed from the German Troop counter on the bottom island. At the end of the turn, the Americans held an objective for 50 points and had destroyed 19 points of enemy units, for a total of 69 points. The Germans held an objective for 50 points and had destroyed 36 points of enemy units, for a total of 86 points.
Although neither side had enough points to win, the handwriting was on the wall. A glance at the map showed the Germans on the American side of the map, with both German Battle Groups closing on the Intrepid group. Although it was an interesting battle, there seems to be no need to go on beyond the third turn. The decisions that shaped the game had already been made, by then. (The Americans lost.)
Comments? |
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Wed Aug 12, 2009 7:14 am |
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 AHF Bronze-Rated Trader
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| jfkziegler, I've got a preliminary rules sheet typed up for our playtesting, along with unit counters formatted for card sleeves. PM me your email address and I'll send them to you. |
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Wed Aug 12, 2009 12:34 pm |
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Thanks for the playtest, chesty! Here are some of my thoughts:
1) I think your playtest showed why I have been so opposed throughout this process to allowing ships to take islands. Because of that option, there were only three transports between the two fleets you ran. If that option did not exist, I have to believe that more transports would have been placed into both fleets.
2) In a 150 point game, the objectives would normally be worth 75 points, and the victory total would be 225. I think that reducing both reduced the value of the objectives, and also encouraged ship combat over trying to take islands.
3) Interesting decision to allow troops to regenerate damage. I suspect that might end up being a really good rule, because it makes bookkeeping easier, and makes the troop counters a little more survivable.
4) I'm glad you didn't allow transports to carry three troop counters, for two reasons. One, doing so would reduce the value of the LSI ships. Two, it would encourage people to not bring as many transports.
5) I think the transports re-deploying after they die rule is good and I am glad you used it.
6) Were you rolling slow rolls for the transports? I don't recall seeing any of the transports missing their slow roll.
7) Allowing transports to split their landings seems like a decent rule. I can definitely add that into the rules system somewhere.
8) Why wouldn't the Americans have been able to make normal gunnery attacks against the troops on the bottom island?
9) I'm not crazy about the rule saying that you should spread damage before stacking it. This is mostly because I don't like forcing people to choose certain targets. However, I can see its value, as it does make troop counters more survivable.
10) Putting troop attack at the end of the surface combat phase seems like a decent idea, but I don't like undamaged troops throwing two dice. It makes troops too easy to kill.
11) The fact that the game was over by the third turn supports my point from above that allowing for sea control turns it into a standard War at Sea game instead of an amphibious invasion.
Overall, I'm glad you playtested it, and as I said in my comments, there are definitely some lessons that can be taken from your experience. I really wish you had stuck to the actual rules, though, and not included sea control, because that fundamentally changed the way the game played out. I'm still anxious to see how future playtest results come in. _________________
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Wed Aug 12, 2009 2:04 pm |
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 Muahahaha!
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| UNC_Samurai wrote: | | jfkziegler, I've got a preliminary rules sheet typed up for our playtesting, along with unit counters formatted for card sleeves. PM me your email address and I'll send them to you. |
Please post! I would love to see this! _________________ -Greyh
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Thu Aug 13, 2009 2:52 am |
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 Muahahaha!
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Yeah, turn 3 seems a little fast for a game. Sounded like fun though! Obviously some more playtests are in order. I am very excited for these rules to be fully ironed out! _________________ -Greyh
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Thu Aug 13, 2009 2:53 am |
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| Greyh Seer wrote: | | Yeah, turn 3 seems a little fast for a game. Sounded like fun though! Obviously some more playtests are in order. I am very excited for these rules to be fully ironed out! |
The game went on for three more turns before the Allied surrender. I only described the first three turns because all the critical decisions on how to use the rules had been made by then. (Also, because my internet service kept failing before I could finish the longer version. Three tries over two nights, before I got through.) Anyway, it was so much fun that I'm planning to use the Troop Rules as often as possible, from now on.  |
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Thu Aug 13, 2009 6:54 am |
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| jfkziegler wrote: | | 1) I think your playtest showed why I have been so opposed throughout this process to allowing ships to take islands. Because of that option, there were only three transports between the two fleets you ran. If that option did not exist, I have to believe that more transports would have been placed into both fleets. |
The low number of Transports was influenced more by the vulnerability of the Transports than a lust for destruction, which is what made the game interesting. Sea Control was never a factor. The idea of wasting a Ship on Sea Control seemed ludicrous, and neither side bothered.
| jfkziegler wrote: | | 2) In a 150 point game, the objectives would normally be worth 75 points, and the victory total would be 225. I think that reducing both reduced the value of the objectives, and also encouraged ship combat over trying to take islands. |
Yeah, we just added 50 points for Transports and escorts and went at it. Buncha rookies.
| jfkziegler wrote: | | 3) Interesting decision to allow troops to regenerate damage. I suspect that might end up being a really good rule, because it makes bookkeeping easier, and makes the troop counters a little more survivable. |
It was crucial, a time or two.
| jfkziegler wrote: | | 4) I'm glad you didn't allow transports to carry three troop counters, for two reasons. One, doing so would reduce the value of the LSI ships. Two, it would encourage people to not bring as many transports. |
We weren't sure if the Transports were supposed to be specialists like the Landing Ships, or not. I take it we chose wisely.
| jfkziegler wrote: | | 5) I think the transports re-deploying after they die rule is good and I am glad you used it. |
Huge influence, from our builds to our tactics.
| jfkziegler wrote: | | 6) Were you rolling slow rolls for the transports? I don't recall seeing any of the transports missing their slow roll. |
The Transport with the California missed her first Slow roll, too. On the fourth turn, ALL the re-deployed Transports failed their Slow rolls. The Slow rolls were extremely important.
| jfkziegler wrote: | | 7) Allowing transports to split their landings seems like a decent rule. I can definitely add that into the rules system somewhere. |
I scratched my head over that one, but why not? It might have been a good ploy, if the American Battleship Group hadn't stumbled twice on the way to the bottom island.
| jfkziegler wrote: | | 8) Why wouldn't the Americans have been able to make normal gunnery attacks against the troops on the bottom island? | They had no troops on the island and no Ships adjacent to act as spotters. I think it's a valid question. Should Ships have to be adjacent to bombard troops?
| jfkziegler wrote: | | 9) I'm not crazy about the rule saying that you should spread damage before stacking it. This is mostly because I don't like forcing people to choose certain targets. However, I can see its value, as it does make troop counters more survivable. |
In practice, you have to make three successful attacks to kill the first of the usual two Troop counters on an island, and four to wipe them both out. The Americans often chose not to waste attacks against troops they couldn't kill in one turn. The powerful secondaries and tertiaries of the German Battleships were definately an asset in that regard.
| jfkziegler wrote: | | 10) Putting troop attack at the end of the surface combat phase seems like a decent idea, but I don't like undamaged troops throwing two dice. It makes troops too easy to kill. |
We need a way to account for the fact that a Troop unit that has been damaged and scattered by Bomb and/or Gunnery attacks should be ripe for the plucking by an undamaged Troop unit. Some bonus or penalty or something.
| jfkziegler wrote: | | 11) The fact that the game was over by the third turn supports my point from above that allowing for sea control turns it into a standard War at Sea game instead of an amphibious invasion. |
The game went on for a while longer, but Sea Control was never used. I know you were against the idea from the start, but I wanted to try it. Having tried it, I have to admit it was worthless.
| jfkziegler wrote: | | Overall, I'm glad you playtested it, and as I said in my comments, there are definitely some lessons that can be taken from your experience. I really wish you had stuck to the actual rules, though, and not included sea control, because that fundamentally changed the way the game played out. I'm still anxious to see how future playtest results come in. |
Allowing Sea Control was a notion left over from my worry about a sort of stale-mate, but the re-deploying Transports took care of that. It made no difference to the way the battle unfolded, since neither side bothered with it. For my next test-build I think I'll try to get a Battle Group to escort the first Transport and defend the landed troops, with an Escort Group to lag behind and protect the re-deploying Transports. Maybe a Transport swarm and a big Battleship. So much to explore, now.
The fact that we're even talking about "actual rules" is a vast improvement over where we stood a month ago. Progress, my friend.  |
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Thu Aug 13, 2009 11:17 am |
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| Greyh Seer wrote: | | Yeah, turn 3 seems a little fast for a game... |
Although relatively short, it was probably the slowest game I've ever played, with frequent internet interruptions and constant arguments over all the new ideas.
Man, was it fun, though! You gotta try it.  |
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Thu Aug 13, 2009 11:36 am |
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 AHF Bronze-Rated Trader
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Some thoughts on our match we played last night, an alpha playtest of an invasion of Malta. There are three coastal objectives which British infantry and shore batteries (see Custom Card Section) are defending.
We allowed the Italians 8 transports which did not count for or against their point total or victory total. This was because the British were merely defending the island. We built a large, multi-sector island for Malta. As a result we gave the infantry Speed 1, and allowed defending infantry to relocate as soon as attacking troops landed. Another problem we came across was the tallying of victory points - right now, we're working on the assumption that you don't check for victory totals until the first landing invasion.
All of the aforementioned problems are resulting from trying to fit the rules to scenarios. There is another problem, however. The rules for troop movement and combat need to be refined. Specifically, the Hard to Kill SA. Upon testing the rules, I found neither jfkziegler's original wording nor my attempt at rewording really worked:
Original SA:
Hard to Kill: If this unit has more than one hull point remaining, it cannot be destroyed by a single attack roll no matter how many successes are rolled.
Revised SA:
Hard to Kill: If this unit has more than one hull point remaining, any attack that would destroy it instead reduces it to one hull point.
Allocating damage from bombardment and then troop combat is a little odd, because some interpretations of the SA mean that damage in one Surface Gunnery phase would not stack, meaning you couldn't eliminate a Troop Counter in a single turn. We thought about making Land Combat a separate phase, maybe after the Submarine Phase.
I'm writing all this off of memory, and maybe Odysseus or Hossmosis can add some details. |
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Thu Aug 13, 2009 3:36 pm |
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| UNC_Samurai wrote: | | We thought about making Land Combat a separate phase, maybe after the Submarine Phase. |
Since torpedoes can't hurt troops, the end of the Surface Attack phase seems proper. I mean, troops are on the surface, and nothing moves slower. Speaking of movement, troops marching down a road might cover half a mile in ten minutes. It would take 'em over an hour (6 turns) to cross one sector. Under fire, or over broken terrain, it would obviously take even longer. In game terms, they might as well be standing still.
I can see where we might want a mechanized Troop counter, someday, that would have better Armor and take up more space to deliver.
| UNC_Samurai wrote: | Revised SA:
Hard to Kill: If this unit has more than one hull point remaining, any attack that would destroy it instead reduces it to one hull point.
Allocating damage from bombardment and then troop combat is a little odd, because some interpretations of the SA mean that damage in one Surface Gunnery phase would not stack, meaning you couldn't eliminate a Troop Counter in a single turn. |
I think you can achieve jfk's intent with a Special Rule, instead of an SA. It worked well in the test we gave it, and it's very simple...
Special Rule:
- After the Surface Attack phase, remove any damage markers from all Troop counters.
Or, if you really want to use an SA...
Regrouping - After the Surface Attack phase, remove any damage markers from this unit. |
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Fri Aug 14, 2009 11:15 am |
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 AHF Bronze-Rated Trader
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Special Rule:
- After the Surface Attack phase, remove any damage markers from all Troop counters.
So, does this mean that after damage is allocated, any unit which isn't destroyed is at full health? |
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Sat Aug 15, 2009 4:40 am |
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Version 1.3 is up. Please poke holes where needed, and let me know what you think. I greatly appreciate all the help I have gotten from everyone on these. _________________
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Sun Aug 16, 2009 6:10 pm |
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| UNC_Samurai wrote: | Special Rule:
- After the Surface Attack phase, remove any damage markers from all Troop counters.
So, does this mean that after damage is allocated, any unit which isn't destroyed is at full health? |
We assumed that Troop counters destroyed by bomb or gunnery attacks could not take part in Troop combat, and that damaged troops should get a penalty of some kind during Troop combat.
The concept of damage spreading before stacking needs more testing. Consider two Transports arriving together and landing four Troop counters. You'd have to get five bomb or gunnery hits to kill one unit. If you've troops of your own on the island to take advantage of that damage, you've done well. If not, you've wasted your time, since the troops will Regroup at the end of the turn. Does that sound right? |
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Mon Aug 17, 2009 5:37 am |
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| jfkziegler wrote: | | Version 1.3 is up. Please poke holes where needed, and let me know what you think. I greatly appreciate all the help I have gotten from everyone on these. |
I don't see too many holes...
| jfkziegler wrote: | | Loading/Unloading Troop Counters: Each side has an unlimited amount of troop counters, which may be loaded onto units in the player’s deployment area. Loading troops is a free action that may occur at any time. However, each unit may only load troops up to its capacity. Also, units may not deploy with troops already loaded. Troop counters may be unloaded at any island, but this can only be done at the end of the Sea Movement phase. All troop counters need not be unloaded at once. A unit that has unloaded troops this turn may not make any attacks except anti-air attacks. |
I'd like to offer a slight re-wording that plugs the loophole for Subs...
Loading/Landing Troop Counters: Each side has an unlimited amount of Troop counters. Units that are in their deployment area at the beginning of their Sea Movement step can be filled with Troop counters before they move. Units that are adjacent to an island at the end of their Sea Movement step can land one or more Troop counters, but they can't make any attacks except Antiair attacks that turn.
| jfkziegler wrote: | Troop Counter
Armour 5
Hull Points 2
Hard to Kill: If this unit has more than one hull point remaining, it cannot be destroyed by a single attack from a Ship or Aircraft no matter how many successes are rolled.
Regroup: At the end of each turn, remove all damage counters from this unit. |
The Armour 5 makes it tough for Destroyers, or small secondaries, to get a hit. With no Vital Armour score, 5 hits are as good as 50, and overkill is un-rewarded. With 2 Hull points and no Vital Armour score, there's no way to kill a Troop counter with a single attack, is there? Torpedoes don't work, and SA's like Skip Bomb affect successes rather than points. Do we need Hard to Kill, then?
I'm looking forward to another test game, and I promise I'll stick to the given rules, this time.  |
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Mon Aug 17, 2009 6:58 am |
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| chesty wrote: | | The Armour 5 makes it tough for Destroyers, or small secondaries, to get a hit. With no Vital Armour score, 5 hits are as good as 50, and overkill is un-rewarded... |
I should say that I think this is a good encouragement to bring cruisers, by the way, and I like it. I don't know if a heavy cruiser with good secondaries would work better than a pair of light cruisers, but I'll be delighted to find out.
These rules have definately made the game more interesting.  |
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Mon Aug 17, 2009 7:15 am |
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Well, I tried another playtest of these rules today. I thought they played very well, and I was very satisfied with them.
The only thing that I didn't like was that the game got a little boring towards the end when both sides has their surface fleets mostly gone, but neither side could quite make that magical number of winning points. I'll have to think about whether that needs fixing or not.
One rule change that I noticed is needed - If auxiliaries are regenerating, they can't be counted as surface ships for the purpose of the fourth objective bonus points.
Of course, I am still anxious to hear about more playtests if anyone ends up playing some. _________________
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Wed Aug 19, 2009 8:48 pm |
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