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Greyh Seer

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 Muahahaha!

AHF Silver-Rated Trader

Joined: 16 Mar 2009

Posts: 1493




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The Gauntlet

All images are thumbnails.  Click for larger versions.

The Objective:

You must gain control of a vital set of islands.  You allready have a beachhead on a few of the islands and you must gain control of all the islands in the area.  Your enemy has also gained a foothold and both sides must send their forces "into the Gauntlet" in order to win the day!

Forces:

Each force is 200pts with the following Restrictions:
-You receive an extra 10 points if all ships are of the same nationality.  
-All Battleships, Cruisers, and Carriers are unique
-Destroyers, PT boats, Submarines and Aircraft all have a limit of 2.
-Please note there is NO LAND AIRBASE other than the Airfields (see Airfields)

Transports:  Transports are free and unlimited.  You may deploy a transport whenever you could deploy another ship.  You may only have two transports on the map at any one time.  Use the cards below for transports.  Use any appropriate model during the game.
 
If at the end of any turn a transport is adjacent to an island and there are no enemy ships adjacent to that island take control of that island.

Destroyer Transports:  You may choose to have two of your destroyers to be “upgraded” to Destroyer Transports.  Replace any SA’s for that destroyer with the SA’s below:

Troop Carrier:  This ship acts like a Transport in all respects to taking control of Islands.  Once a Destroyer Transport takes control of an Island it no longer has “Troop Carrier”.

Make Room!: Destroyer Transports roll one less attack die when making Torpedo attacks (to a minimum of one).  They also get –1 on each attack die (a 6 still counts as two successes) when making Gunnery, Antiair or ASW attacks.  

Set up:

Set up the play area using the map below.



There are a few features on the map worth noting.

Heavy Fortifications:
Each player starts with islands allready under thier control and most of these islands contain Heavy Fortifications.  They are marked on the map with:

Use these cards for Heavy Fortifications in the game:
 

Airfields:
Some islands have Airfields.  They are marked on the map with:

Note that there are Airfields on unclaimed islands.  These Airfields become part of the player's force who first gains control of that island.

Use these cards for Airfields in the game:
 

Starting the Game:

Each player roll a die.  The winner may choose to deploy first or second.

Deployment:  Axis deploys in the red square, allies deploy in the  blue square.  You may deploy as many units as you are able from your force each turn using the following restrictions.
-On turns 1, 2 and 3 you may only deploy Destroyers, PT Boats, Submarines and Aircraft
-On turns 4, 5, 6 and 7 you may only deploy Destroyers, PT Boats, Aircraft, Submarines and Cruisers
-On turns 8, 9, 10, 11 and 12 you may deploy any units.
-No matter what, you may only deploy one Submarine per turn.

A few notes:
-Keep unit Stacking rules in mind when deploying.
-Units with “turn 1” abilities get to use them the turn they enter the game.

Darkness:

Turns 1-6 Use the Darkness Rules.  Turns 7-12 use normal rules.

Winning:
Victory: Whoever has the most points after 12 turns.

Points:  You receive points for the following:

For each destroyed enemy Island Fortification: 1pt
For each destroyed enemy Island Airstrip: 1 pt
For each island you control: 2pts
_________________
-Greyh



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PostTue Apr 28, 2009 4:18 am
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weasel

 What?!?! I actually have to pay off my student loans!?!


Joined: 21 Feb 2009

Posts: 142




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Intro:

For those who have no opponent at hand, need a fix, or just want something to do when bored at 2 a.m., here is a Solitaire WAS!  Use WOTC Advanced Rules and most current available rules updates and errata to play (unless otherwise specified).
    *This version does take a bit of first time set up, but once completed it goes quick then on.

First Time Pre Set Up:

Begin by making Uncharted Waters (UW) cards to cover your map minus three rows.  For example the standard WOTC map has 82 spaces.  If you subtract 23 spaces, you will need 59 cards.  


       Your cards need to all look the same from the back, but otherwise you can do this as you like.

The front side of the cards will either be blank, have enemy units, have a squall, or fog.  The blank cards represent open water without anything there.  The Squall card should just say “Squall”, or you can number it as suggested in the 2-4-09 rules update.

The fog card should say “Fog “, or can have the entire fog rule written on it.

The enemy units can be about anything, however as an example here are some of the ones we used.   http://s675.photobucket.com/album...ni/Uncharted%20Waters/UW%20Cards/

Set Up:

        Begin by selecting your map.  Next, select your fleet; there are no restrictions on points, nations, or anything else since you are playing yourself.  Once this is completed place your surface units on the last row of the map and submarines in the center row.  Then, shuffle the UW cards face down laying them out on the board leaving the submarine row and first two rows on placement side open.



Sequence of Play:

1. Sea Movement Phase
    a     Player movement
    b     Uncover Any applicable sectors
    c     Any uncovered units movement
2. Air Mission Phase
    a     Player places all planes
    b     Uncover Any applicable sectors
    c     Any uncovered planes not attached to ships movement
3. Air Defense Phase
    a     Player’s air defense
    b     Enemy air defense
4. Air Attack Phase
    a     Player’s air attack
    b     Enemy air attack
5. Surface Attack Phase
    a      Player’s surface attack
    b     Enemy surface attack
6. Submarine Attack Phase
    a     Player’s sub attack
    b     Enemy sub attack
7. Air Return Phase
    a     Player’s planes return  to base
    b     Enemy planes not attached to a ship or otherwise denoted are     “lost at sea” and removed from map
8.     End of turn


Special Rules:

Uncovering new sectors:

1. Surface vessels (except Torpedo Boats) uncover all sectors within a range of 2
    A. Ships with the Special Abilities, Improved Radar or Excellent Spotting may chose one card at range 3 to turn over per turn.
2. Submarines and Torpedo Boats uncover all sectors within a range of 1 in all directions

Aircraft:

1. All aircraft can be deployed anywhere on the board, but…
    A. Planes uncover the sector they finish the air mission phase deployed in
         a   Patrol Bombers also get the opportunity to uncover one adjacent sector of their choice
    B. Planes are subject to attacks from units once they uncover

Uncovered Units:

1. Once a unit is discovered it will immediately pursue the nearest ship
    A. It will continue following nearest ship until either it is destroyed or destroys the unit
         a  If unit is undamaged and moves further away than another unit the uncovered unit will switch targets
         b  If original unit is damaged by uncovered ship it will continue pursuit even if another target presents itself.
    B. Uncovered units will always attack the highest point value ship first, then move through sequentially.
         a  If there are multiple units of same cost, then uncovered unit will attack most damaged first, if this is the same then it will attack in order from rare to common, if this is the same flip a bloody coin!
2. Air units are uncovered in the same manner, except they will only be in play one turn (unless otherwise noted).
    A. Uncovered units will always attack the highest point value ship first, then move through sequentially
         a  If there are multiple units of same cost, then uncovered unit will attack most damaged first, if this is the same then it will attack in order from rare to common, if this is the same flip a bloody coin!

Special Cards
1. Once a squall has been uncovered it works the same as in the 2-4-09 rules update.  They move across face-down cards as if they were open ocean, and do not interfere with the uncovering of units (unless you decide to HR them to do so)
2. Fog remains on the board for 1 full turn, and blocks line of sight like smoke, also, once flipped the unit that flipped it is prevented from flipping any more cards for the remainder of the turn.

Objective/Winning the Game:

1. The object is to clear the board of all enemy units and move your fleet to the far side of the board with as many points left as possible
    A. Basically you are trying to get the highest percentage across the board while eliminating all enemy units.


F.A.Q.

What do I do if I don’t want to print out the cards?
During play-testing we used plain note cards cut in half, cheap poker chips, a deck of cheap playing cards, and only then the nicer looking backs I printed off the computer.  

Do I have to use the Special Cards?
No.

Why do the Submarines have to be in the center row?
The submarines can be placed in any row as long as they are in the same row, but we found it worked better and was generally easier in the center row.

My ship has a SA that could be used, but does not have to be…what do I do?
You can either a) decide what you would do in that position and do it (even if it hurts you), or b) flip a coin heads = yes, use the SA and tails = no, save it for the next available opportunity.



Hope you all enjoy, and if you have more questions, PM me and I will endeavor to help ASAP.
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PostTue Apr 28, 2009 7:24 am
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