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FIRE and FLOODING! (Simpler than it sounds)
 
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LcdrSwizzle

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Post subject: FIRE and FLOODING! (Simpler than it sounds)  Reply with quote   (Liked by:0)  Like this post
We playtested some rules we had spoken about for awhile locally, and ended up having a fun game. We wanted to "spice up" the game just a little, and would like feedback from others. Here's how it worked (you need extra markers) or something, but you may well find it's worth it. To keep things simple, both fire and flooding work exactly the same way, yet are separate! <lol>

When you roll an attack, roll 2 extra d6. In real-life, have them be a color other than your attack dice. Online, roll 2 more die and count the last two ONLY for this, not for "successes" or "hits". If those 2 extra die match (you rolled doubles), you cause either "fire" or "flooding". Yes, even if you did no hull points of damage. This represents doing so little damage that a hit point is not taken away, yet you did start a fire or breech the hull in a minor way causing flooding.

Fire can be caused by: Bombs, Strafing, Gunnery, AA.
Flooding can be caused by: Torpedoes, ASW.

Note that any and all attacks are involved. At the end of the Air Return phase, for each Fire/Flooding marker on any ship, roll a die. (Some units may have multiple markers.)

- On a 1, you take 1 HP of damage and the condition continues.
- On a 2-3, nothing happens this turn and the condition persists at least until next turn.
- On a 4-6, you fix the condition without taking any damage and remove the marker.

Any damage so taken occurs at the end of the air return phase.

The maximum damage any unit can take in one turn, is 2. (One from fire, one from flooding.) Even if you have 4 fires, and roll 4 1's, you only take 1 point of damage, and all 4 conditions persist.

Looking forward to discussion and possible fine-tuning on this!
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Last edited by LcdrSwizzle on Tue Aug 01, 2017 1:55 pm; edited 4 times in total
PostMon Feb 08, 2016 7:09 pm
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bunyan

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I just want to let you know people, I was the one that played with it and it was fun!

I had a custom card "North Cape Scharnhorst" and it had 6 effects on it (4 fires 2 flooding). She survived at 1 hull for 2 turns even with the effects on her.

It doesn't break the game and it also allows DDs to potentially gun down a BB by fire and flooding.

I must say I do like the change on the repair from 5-6 to 4-6. makes it a lot more likely to survive and not have a negative affect on the game.
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PostTue Feb 09, 2016 12:25 am
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LcdrSwizzle

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This was fun, we have done it several times since the first few playtests. I encourage you to "try this out" in a local battle. You'll need markers for fire / flooding that are different from each other.
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Großadmiral Swizzle

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PostThu Mar 17, 2016 1:03 pm
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LcdrSwizzle

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Just finished a battle with Ryan da Great using these rules, and we both agreed that it adds flavor in a simple way.
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Großadmiral Swizzle

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PostTue Apr 12, 2016 12:18 pm
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Mr. Bunter

 

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I have not used these rules yet, but they sound great and finally allow destroyers and fighters to inflict damage on battleships, which the normal rules do not allow.
PostFri Jul 21, 2017 12:43 pm
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J3B Stu4rt

 

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will test them today.

nice idea
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PostSun Jul 23, 2017 8:28 am
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J3B Stu4rt

 

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tried it yesterday.

was ok. not too much impact, but a nice idea for more dice Smile

will have to test it more often to see whether it is really cool.

running gag was to use 4 dice to make russia a playable nation.

will update this topic whenever we play this

PS: US won agianst jap easyly with the midway( op ship)
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PostMon Jul 24, 2017 4:46 pm
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LcdrSwizzle

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On 1 August I finally moved the first post of this thread to the new forum. You can find it at:

http://forumini.boards.net/thread/744/fires-flooding


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Großadmiral Swizzle

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PostTue Aug 01, 2017 2:09 pm
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