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Brasel's Modified Blackeagle's Darkness Rules
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Post subject: Brasel's Modified Blackeagle's Darkness Rules  Reply with quote   (Liked by:0)  Like this post
My update of Blackegale's old Darkness rules, which actually seem much better the official ones for the Pacific. My minor changes involve updating it to later sets, since the rules are very old. As in before set II.
Here they are:

I’m a long-time player of WaS, and it seems, sadly, that these excellent old houserules have been forgotten. I went and updated them for the latest sets, incorporating some of the official rules, and bringing them up to date. These work far better then the official darkness rules for battles in 1942 and 43 in the Pacific theatre. 95% of it is Blackeagle’s – I only needed to make a few changes around the edges.

Brasel's Modified Blackeagle's Modified Darkness Rules
Many surface engagements in all theaters took place at night. Fighting at night drastically changed the shape of naval warfare, presenting fleet commanders with a variety of difficult challenges. Airplanes remained grounded. Gunnery ranges dropped to a few thousand yards, and ships of all sides could fall prey to crucial misidentifications of their targets and mistakenly fire on friendly ships.

Theater of Operations
For European Theater games (or any games not set in the Pacific – generally any game without Japanese units), use a modified version of these rules. First, the attack penalty is only -1, and second Aircraft work as in the official darkness rules, except that Aircraft with Night Specialist don’t have to make darkness recovery checks.

Fleet Construction
Decide whether you’re fighting in Darkness conditions before you construct your fleets. Airpower is generally useless, so we’ll assume that you keep your carriers well away from the threat of enemy contact and send in surface forces to seize the objective.

Air Mission Phase
Aircraft cannot fly missions in Darkness conditions. They remain at their base. However, aircraft with Night Specialist can fly missions. They must make a search check of 4+ during the Air Mission phase, including the effects of Night Specialist, in order to find the target. If it fails, the aircraft is automatically aborted, and return it to the airbase. They no NOT have to make darkness recovery checks. Ships get -1 on each die when making Antiair attacks against them.

Illumination Phase
Add this step immediately before the Surface Attack Phase. You decide whether your ships will turn on their searchlights or fire starshells to illuminate nearby targets. The First Player places all of his illumination markers first, and then the Second Player places all of his illumination markers.

Searchlights: Searchlights have a range of 2. All destroyers, cruisers, and battleships have searchlights (but carriers, auxiliaries, and torpedo boats don’t).  Each ship can illuminate one enemy ship with searchlights. If you decide that your ship is using searchlights to illuminate a target, place an “Illuminated” marker on both the illuminating ship and the illuminated target.

Starshells: Ships can fire illumination rounds using one or more of their gun batteries.  If you decide to fire starshells choose a gunnery attack to fire the starshells.  A gunnery attack used to fire starshells cannot be used in the surface attack phase.  Choose a sector within the range of the gunnery attack and illuminate all ships in that sector.  Starshells do not illuminate the ship firing them.
Damaged Ships: Any ship that was damaged in a previous turn by a Bomb or Gunnery attack is automatically considered illuminated, due to fires on board.

Surface Attack Phase
Darkness affects Gunnery attacks as follows:
* Gunnery attacks of range 3 or greater are prohibited.
* Gunnery attacks against non-local targets take a –2 penalty per die (so a 4 or 5 is a miss, and 6 counts as 2 hits).
*Gunnery attacks against local targets take only a -1 penalty.

*Friendly Fire: Ships firing at enemy ships in a sector where friendly ships are present run the risk of hitting those ships. Roll a die, on a 1 or 2 that attack (gunnery or torpedo) hits a randomly determined friendly ship.

Optional rule:
Fire Misdirection: when attacking a non-local enemy ship, roll a die. On a 1, attack another enemy ship of the same type in the same sector instead. If there isn’t one, roll another die – on a 3 or higher, attack another enemy ship of the same type in an adjacent sector at the same range instead. If there is no ship satisfying that condition, then it hits the intended target.

Special Exceptions
Several conditions or special abilities counteract the normal Darkness penalties on Gunnery attacks:
Illuminated: Any ship firing against a ship that is illuminated reduces the penalty by one (but the range limitation still applies).
Night Fighter: Ships with the Night Fighter special ability reduce the penalty by one (but the range limitation still applies). This reduction is cumulative with illumination, so a ship with Night Fighter shooting at an illuminated target has no penalty.  This advantage replaces the effect of Night Fighter, so ignore the normal effect of the special ability.
Any ships with a radar-related ability (Generally anything with Radar in the name) reduce the penalty by one. In 1944 games, (or more accurately, all after second half of 1943 games), all US ships can make attacks up to range 3 and reduce the penalty by one, and ships with a radar-related ability reduce the penalty by an additional 1, so that there is no penalty.

End of Turn
Remove all Illuminated markers.
PostFri Oct 10, 2014 7:35 pm
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Post subject: Reply with quote   (Liked by:0)  Like this post
I like these, they are "more complicated" but if one is fighting a "smaller" battle, it should be a lot of fun.

Really does show you how hard it was to fight at night.

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PostTue Apr 07, 2015 12:56 pm
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