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ticat1

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Post subject: Mixing all three games  Reply with quote   (Liked by:0)  Like this post
These rules are compatible with every other rule set that I've read.  You can also use these rules just to mix two of the three games instead of all three.

Mixing all three mini games

There are a couple secnarios that you can play that can integrate all three games into one.  The easiest is an amphibious assault.  First, decide if both players are going to fight over a land mass, or if one player will be defending the land and the other attacking.

Build your forces following these steps:

1) Build War at Sea fleets of equal size. Auxiliary points don’t count towards your overall points total, but you can only have 15% of your points total to use for auxilliary ships.  (100 pt fleet would give you 15 pts to use on auxiliaries)  If you go over the 15%, it will count against your fleet total.  Warships or aircraft capable of carrying land units count towards the Fleet size, not the auxiliary size.  

Allied units that can carry ground forces:

Indianapolis                Secret Cargo 6
Emile Bertin, Casabianca        Secret Cargo 4
Pluton, LST                Landing 5
Krasnyi Kavkaz, Krasnyi Krym, Taskent, York Landing 3
Vospers Torpedo boat                Land Cargo 2
Queen Mary                Troop Transport 8
American Victory (can be used by all allies)           Vital Cargo 8
Jeremiah O’Brien (can be used by all allies)          Vital Cargo 6

Axis units that can carry groud forces:

JU 52 (soldiers only) Paratroopers 2
Blucher, Konigsburg, Nagara Landing 3
Nagatsuki Tokyo Express 2
Oceania Troop Transport 5
T1 Landing Ship Landing 5
Kinai Maru (can be used by all axis)   Vital Cargo 8
Daihatsu Landing Craft (can be used by all axis and allies) Beach Landing 3

Each point of cargo capacity will give you 6 points towards your army build and can carry:

1 Tank = 3 points of capacity
1 Artillery, 1 vehicles = 1 point of capacity
2 Soldiers = 1 point of capacity

2) Build your land army using the points total from the capcity slots from your fleet.  Bear in mind the restrictions on how much you can put on each ship.  On a piece of paper, write the names of each ship and what land forces they’re carrying.  Aircraft use points, but don’t have to be listed on a ship.  If there is already an established defender on the land mass, that player gets 75% of the points total of the attacker.
3) Build 100 pt air forces using planes as close as possible to the ones you selected in the War at Sea and AAM builds.  Read the AAAF game rules below to see what types of planes you’ll need

Play out the AAAF scenarios first, then the War at Sea component, then the AAM part.

AAAF to AAM

Set up an AAAF map as normal and place two targets on opposite sides.  Each Player defends one target and attacks the other.  For every sucessful strafe or dive bomb, you earn a chip.  When you play the AAM game, you must spend a chip to place an aircraft in the Flight Phase.  Play till all planes from one side are destroyed.

AAAF to War At Sea

Set up 3 containers labeled Fighters, Bombers and Flak.  Also make a number of chips labeled “Axis” and “Allies.”  

Decide who is the attacker and who is the defender.  The Attacker gets at least 2 fighters and 1 bomber.  The defender gets at least two fighters. The defender places a target on any sector on the map, but must not be close enough to the edge that a bomber can’t turn out after a bomb run.  Use the Flak rules from the rule book.

Every time a fighter destroyes a plane, that side gets a chip in the Fighter container
Every time a bomber makes a successful bomb run, the attacker gets a chip in the Bomber container
Every time the Flak scores a hit, the defender gets a chip in the Flak bag

Play the AAAF match until all the planes on one side are destroyed, then play a new game with the attacking and defending roles reversed.

In the War at Sea game, play as normal.  At the beginning of the Air Defense Phase, pull a chip out of the Fighter bag.  The player that controls the side indicated by the chip selects a sector on the map.  All that players fighters roll one extra die until the end of the turn.  

Then pull a chip out of the Flak container.  The ships in the chosen sector get an extra die on their AA rolls.

Then pull a chip out of the Bomber container.  The bombers, however, get +1 armour until the end of the turn.

Don’t put the chips back in their containers until every chip has been drawn from every container.

The War at Sea part

Set up the map as normal, and determine with your opponent which Island(s) is to be contested.  In order to land your forces on an island, the ships containing the land forces must be adjacent to the Island sector.  If there is an established defender on the land mass, you can also use my Shore Landing Scenario to perform the actual landing.  But you must further divide your forces amongst the landing craft.

If any unit that is carrying ground forces gets destroyed, you loose all the embarked ground forces as well.

The AAM part

If both players are contesting the land mass, play out on a standard map.  If there is an established defender, play the game as a landing scenario.
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Last edited by ticat1 on Thu Dec 24, 2015 1:51 pm; edited 3 times in total
PostSat Dec 19, 2015 7:10 pm
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Flakstruk

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why do i get locked in a container, you dont like my xylophone solos?

solid ruleset.
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PostSun Dec 20, 2015 12:36 am
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ticat1

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Flakstruk wrote:
why do i get locked in a container, you dont like my xylophone solos?

solid ruleset.


Cause I don't want you to hit me.  No one wants to be Flakstruk!
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PostSun Dec 20, 2015 12:57 am
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ticat1

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One thing I forgot to mention that I've written in is that if in the War at Sea game, you loose units that are carrying land forces, you loose all those land forces as well.
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PostSun Dec 20, 2015 2:17 am
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ticat1

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Updated cargo capacity information
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PostThu Dec 24, 2015 1:52 pm
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LcdrSwizzle

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Sounds very interesting!


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