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Vote for creativity Challenge #4 ('WAS variant')

 
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Vote for your favourite
Bondboy's WAS: Campaigns
5%
 5%  [ 2 ]
Rengokuy's Mine Warfare
5%
 5%  [ 2 ]
RAEVSKI's Random Fleets
14%
 14%  [ 5 ]
Carrion's Submarine Rules
5%
 5%  [ 2 ]
Richter von Manthofen's Off board Carriers
20%
 20%  [ 7 ]
Snippersly's Stratego Rules
11%
 11%  [ 4 ]
Task Force 57's War of The Worlds
8%
 8%  [ 3 ]
Admiral_Scharnhorst's WAS Spotting
2%
 2%  [ 1 ]
The Mighty A's Mixed Fleets
8%
 8%  [ 3 ]
Greyh Seer's The Gauntlet
5%
 5%  [ 2 ]
weasel's Uncharted Waters
8%
 8%  [ 3 ]
Total Votes : 34

Author Message
NeuralDream

 

Joined: 22 Dec 2007

Posts: 9281




Post subject: Vote for creativity Challenge #4 ('WAS variant') Reply with quote
You can vote until Sunday 17 May.

Bondboy's WAS: Campaigns


Rengokuy's Mine Warfare


(it is highly suggested you play on a larger map for this)


Setup
       In addition to their regular fleet each player is allowed to build an additional x point fleet (known as the mine fleet) where x is 1/10th the build cost of the primary fleet size  (1/10th is recommended, as long as both players agree, any point limit is allowed)
      The mine fleet must contain at least 1 ship/sub with the "Mine layer" SA, the rest can be composed of Destroyers, Patrol Bombers, and any unit with the Minelayer or Minesweeper SA, regardless of class.
       Setup is the same as a regular match.  Units are deployed in the deployment zone on the players side of the map.  SA's that allow the unit to deploy outside the zone may be used if the unit has it.

Here are a few to choose from, there are many many more
http://aaminis.myfastforum.org/sutra138104.php#138104

!!!!Optional!!!!
Any Patrol Bombers included in the primary fleet may be used for free in the mine fleet.
Any carrier based aircraft may participate in the mine fleet.  For the games purpose, treat it as though on the Land Base.  Declare what carrier they are based on. They are allowed to use any Expert Pilot ability on that carrier, as long as it applies to them.

BEWARE - If a Patrol Bomber or Carrier Based squad is destroyed in this match it will NOT be available for use in the main battle.  Your opponent gets the Victory Points for it's destruction at the beginning of the main battle.


Minelayers
A minelayer is any ship, submarine, or aircraft with the SA "Minelayer X"  
X is equal to the number of times this unit may lay a mine.

Minelayer - This unit can lay a minefield in the tile it is in at the end of the Movement phase. If this unit is an aircraft, then at the end of the Air Movement phase.


Before you begin
You will need a piece of paper and a pencil.  Draw the grid out on it.  Keep your paper out of prying eyes.   Mark down what sectors you laid your mines in.  

If you notice your opponent (or yourself) move into a sector covered in mines inform them to resolve it.
This is based off of HONESTY.  When the mine fleets are finished, keep your paper but you are not allowed to alter it in any way unless you still have control of a minelayer.
It is ok if you pretend to mark a field as to prevent prying eyes from knowing where your mines are, but remain honesty, any form of cheating (IE - moving minefields) is prohibited and will result in you forfeiting the match.


Playing the match

Lay some mines.  There are no objectives to capture so don't worry about that.  You are setting up the stage for when your fleet arrives.
It is recommended that the match only go for 6 turns, but if both players agree on a different limit, then it is allowed.  
The game ends when the turn limit expires

Q - What if I destroy my opponents surface fleet?
A - You take your turns accordingly, ending the game now means you loose valuable prep time for your own mine fleet.   Remember, your opponent can still use his carrier based aircraft and patrol bombers to harass you.


The Minefield
A minefield is activated when any ship, friend or foe enters it.  Be careful not to sail over your own mines.
When a ship enters a field notify it's owner.  The attack is treated like a 2 die torpedo attack.  Fore each 6, 2 hull points are dealt to the ship.  The damaged can be reduced by Torpedo Defense.  Each nation will get its own SA's eventually, after rules are established.
After a minefield is activated, you may flag it with a token if you so desire.  There are still mines there, any ships that enter that tile will have to resolve the mine attack.  Steer clear of it, of sweep/clear the field.  


When the game is Over
After your time limit expires, leave the map as is.
The main fleet has finally arrived, and fortunately for you, it seems the confrontation will take place over your freshly laid minefields, hope you placed your mines wisely!
Any ship that was still on the map is NOT allowed to claim an objective until it has returned to your deployment zone.
After both main fleets are set up in the deployment zone, if any of your ships are in range (not including extended range) they are viable to have a free shot against them.  Think of it as the fleets setting up is the movement phase, and then there is a free gunnery phase before the main battle starts


Minesweeping
Because hitting them isn't always the best way to find one.
A minefield may be cleared by a Minesweeper.  A minesweeper is any ship with the SA - Minesweeper:

SA - Minesweeper - This unit may only move 1 tile this turn, when it enters a tile declare you are doing a mine sweep.  On a 2 or more it succeeds and the opposing player must say weather there are mines there or not.  
Minesweepers are immune to the 2 die attack of the minefield. So don't tell the player the ship is in the field.  Don't worry, they aren't invincible, keep reading to find out how they can blow up.
On the chance of a successful sweep, the Minesweeper automatically goes about clearing the field.  Roll a two die, on the result of three successes, the sweeper strikes a mine while clearing them. She takes 2 points of torpedo damage. If this doesn't happen however, the field is clear and ships are no longer in danger from mines in this tile. (unless mines are laid there again)


It's over....

A word of Caution!!!!!!
- Anything destroyed during the Mine Deployment battle will not come back.  Your fleets aircraft could provide a good deal of power to the minefleet, but it could get taken out by your opponents airforce, leaving you lacking when theh main fleets arrive.
- The field will be covered in mines.  Consider this when planning your primary fleet.  There is not a need to hunt the mines, but you may wish to bring some fodder along with you in your power build, just to test a tile out before a more important ship sails there.
- You can hit your own mines! Nothing tells your opponent where a minefield is more than your own ship sinking.
- Minesweepers are very weak with poor AA and armament.  But they are also very inexpensive, it may be worth bringing them along in your Minefleet to clear out any potential minefields before the fleets arrive..
- Minesweeping is dangerous.  If you plan to sweep, don't  be too dependent on only 1.


RAEVSKI's Random Fleets
Random Fleet Rules

1- Separate your War at Sea cards into Axis and Allied nations
2- Separate them into the Catagories Rare, Uncommon and common as denoted on the cards
3- Have your opponent shuffle the cards under the table (Be sure your opponent cannot see the cards he is shuffling)
4- Rare cards are shuffled  first and take the bottom card from the pile (1 card per scenario)
5- Uncommon cards are also shuffled and dealt the same way but this time 3 cards are chosen
6- Common cards are treated the same way but 6 are chosen.

Your force should consist of
1 Rare card, 3 Uncommon, 6 Common

This is your fleet to use in the scenario.
1 other rule applies to the force.
if your pull a carrier but no aircraft, you may swap 1 card for a common carrier-borne aircraft in this order, if available.
If your Carrier has an Expert SA (i.e Dogfighter) you have to choose a plane that is reflected by that SA. (Dogfighter = Fighter, DiveBomber = Divebomber, ASW= ASW capable aircraft etc) and the oldest date available and the same nationality as the carrier.

Example: I have an allied deck consisting of no aircraft but a HMS Fencer I can swap 1 common card for a aircraft. Following the rules above it must be a Swordfish.

The battles are played as standard objectives battles.

This system is designed so that you end up with units/ combinations that you would never use and will make you think on the run like most naval commanders did during WW2. How many times did fleets go into battle complete with all arms and a balanced force. Unless you are US probably never Smile

Carrion's Submarine Rules

SUBMARINE RULES

I added these rules to my old Axis & Allies board game but I believe they can transfer to WAS rather well.  Do not play WAS so hope this hasn't been done before if so, ignore it and please let me know so I can stop making a fool of myself.  All subs are played off board on a paper or laminate map of the play area when they are submerged.

All other rules of WAS apply unless they involve encounters with submarines.  I believe this way of playing gives the submarines a historical feel and a rather fun way of playing them.

First and foremost both players have to be honest.

Both players place their surface fleets first as normal and then mark the subs on their boards.  Subs start the game above or below surface, they are placed with-in two sea zones from deployment area.  Subs on the surface have movement 2, it takes 1 movement point to submerge.  While submerged submarines move 1.  

eg. 1-Sub is topside, moves to adjacent sea zone and submerges.
eg. 2-Sub is topside, submerges in same sea zone.
eg. 3-Sub starts submerged, where is he.  Unit moves one adjacent space.

Sub chasers, destroyers, and other anti-submarine surface units gain the added feature of sonar.

During movement phase any of the above units have the option of performing a sonar check or attacking in next assault phase into an adjacent square.  *On a roll of 4 or above the sonar check works and a sub is discovered or adjacent sea zone is clear.

Sub finding planes also have to use the pick or choose method between shooting or locating as above.  This is done during the air phase.

*[editor's not: I used to just pick two numbers from 1-6 and if it was rolled then sonar was working, reasoning was that sonar tech was still in it's infancy.  This made subs rather hard to find]

SONAR:
Pick one adjacent sea zone and roll[see above].  If sub is detected the sub must stay put until after a roll for evasive action.

EVASIVE ROLL:
If roll matches sonar roll sub is able to get away to fight another day, only if it still has movement left.

At least once during 7 rounds of play the submerged sub must come up for air and recharge the batteries.  This can happen in either occupied or non-occupied territory during movement phase.

OCCUPIED TERRITORY:
While surfacing and if the sub had not been detected with sonar it gets an attack option.  This option uses the sub torpedo stats with one less die.  **The sub may not move during the seventh round because it takes one movement to surface, so may not move than surface, if sub does forget and moves and opponent catches sub, the sub is lost.**

If opposing force decides not to try sonar and a sub is in the sea zone the sub can do the following:  If an enemy vessel goes through a sub occupied sea zone, the sub has the choice of a "First Strike" attack even if it is not subs turn or letting them go through.
**"First Strike":  Sub gains a bonus of +1 on die rolls**

Opposing force dosen't need to use sonar to find a sub to attack it, if they think a sub is present they can attack empty water-this is where the honesty part comes in.


Richter von Manthofen's Off Board Carriers

Carriers are never meant to be part of an surface engagement. They stay (far) behind and fly in planes to attack ships.

At the start of the game fleets are deployed as per the standard rules, but carriers are kept off board. BUT you have to do a placement roll for each carrier. If you miss this rolly you must place the carrier "on board". A placement roll is missed only if you roll 6 on a d6. OFFF board carrieres do not count if you determine if you have surface ships on board. OFF board carriers may use their move to enter the board in your starting area after turn 1. one destroyer or Light cruiser can be placed with every off board carrier as escort.

Planes returning to off board carriers receive an additional rearming counter.
Planes returning to the land base receive an additional rearming counter.

SEARCH CHECK: your enemy can search for your carriers.

A) During the air mission phase he announces this search check and places a Patrol Bomber with your carriers. Instead of attacking with the patrol bomber roll 2d6. If the modified roll is 12 or higher your carriers position is revealed and they can be attacked. Modifiers are: Highest Flag Bonus, +1 for every ship with Flag bonus beyond the first, turn number - divided by 2; round down, +1 for every patrol bomber beyond the first, placed with your carriers +1.

B) If your enemy has an (non aborted) fighter in an sector with one (or more) of your planes that return to an off board carrier he can follow this plane with this fighter and your carriers position is revealed. this fighter receives an additional rearming counter when returning to a carrier or teh land Base. However your carriers may make an special antiair-attack against this fighter and if he is shot down 8not aborted) your carriers position is NOT revealed.

As soon as the position of your carriers is revealed your enemy can attack them.

Attack with planes: Your enemy places his planes with your carriers and a normal air-defense/air-attack sequence starts. Enemy planes returning to an own carrier /land base receive an additional rearming counter. If you have more than one carrier off board every carrier is considered within its OWN sector, so only 4 planes can be assigned to attack a single carrier and only the carrier and its escort ships (se placement) can make antiair attack against this up to 4 planes. During air mission phase you also may place planes with your carriers. - this planes do not receive an additional rearming counter when returning to an off board carrier.

Attack with Submarines. If your opponent has a submarine in your setup area he may place it with one of your off board carriers instead of moving. This sub must attack your carriers and is placed at its starting point during air return phase. (Submarine harrasment applies from all your units off board that are not rearming).

Units that are somehow able to attack your land base may attack your off board carriers instead. Causing 1 point of hull damage instead of the standard "damage" they would do with their special attack against the land base. - to do this the carriers position must be revealed.

Your Carriers sunk off board count to your enemys points with an bonus of +5 points.

This rules are usually played together with my standard rule that planes returning to the land base/to carriers receive an additional rearming counter. - but this is not required.

I recommend this rules for 200+ point games only and they tend to increase the number of turns a game lasts.


Snippersly's Stratego Rules



http://i123.photobucket.com/albums/o293/Snippersly/Stratego-WaS.jpg

One more addition to the variant you can try... In addition to the rules above, each ship can also attack an opposing ship in its class only.  For example, a Cruiser can only attack a Patrol Boat or another Cruiser.  It will add a bit more shooting options to the "Stratego" rules above.  Try it both ways, it is equally fun!


Task Force 57's The War Of the Worlds
Under Construction.

1. Basics.

The simple form of this game uses all the war at sea rules for ship combat, the Advanced utilizes the “Fire arcs” devised for Dreadnought rising. Any War at Sea unit or Dreadnought rising unit may be used, I have provided a set number of RN 1885-1905 units as well for those wanting to keep to the “pure” HG Wells scenario…but Year Restrictions must be observed and ships from different era’s must not be mixed in the human players force as stats for these do not mix well!

The ships we know about, the Tripod is new:

Martian Tripod:  cost 250 points

A war machine from space. Armed with a heat ray and black smoke (gas) generator it may use both attacks per firing phase.

Heat Ray    range      0         1        2  
vs inf/art/refugees    7         3        0
vs Ships/Structures   14       7        0

BlackSmoke range    0

Vs inf/art/refugee     10      
vs ship/structures    NO EFFECT

In addition to the tripods and sea going units a player also has small units of infantry and artillery to act as blocking and cover forces to try to slow the martian advance.

The inf. unit represents a company of regular infantry with rifles and has a move of 1. The unit has no conventional means of stopping a tripod but can create "entanglements" which will stop martian movement into or out of the square it deploys in for one round. an entanglement takes one turn to erect.  Inf costs 15 points a unit.
The other unit is horse artillery. which has a move of two and can move and fire . Limbering costs a move point, unlimbering costs a move point, units that limbered and moved 1 the previous move may move 2 on the second then move one and unlimber in turn three and then fire in the fire phase. Artillery is the only land unit that can damage a tripod (it has ZERO chance of destroying one alone). Horse Artillery costs 25 points.

Stats:

1)Horse artillery battery (x5  howitzers)
range  0     1    2
         4     4    3

move 0/2

armor   vital armor   hit points
 2              4               2

cost 25 points

2) Infantry (x1 company)
move 1.

armor   vital armor  hit points
 1               4              2

Range 0

SA: "Create entanglements"

A that does not move may set up an entanglement trap in its move phase, the infantry unit must remain in the square to activate their entanglement.

SA: "Dig In"

a unit may dig in rather then move if a unit is dug in it gains +2 to its armor and +3 to its vital armor. A dug in unit may not create entanglements but a unit may create entanglements then dig in the following turn. An unlimbered  horse artillery unit in the same square as the dug in infantry gains this protection (+2/+2) if it was unlimbered in the square when the inf unit dug in.

The game is a combination of the land and sea games, half of each map is sea and the rest land. the way it works is simple. Humanity is in retreat and the Human player must save as many civilian refugees as “humanly” possible. A&A classic Counters represent groups of refugees which start the game at set start points and are moved by the human player during his movement step.

Grey counters =25 refugees cost/value is also 25
Red= 100 refugees cost/value is also 100

These counters have a movement of 1 square per turn and each squares capacity is equivalent to 1000 refugees (10 red counters) . Each Scenario has a set number of refugees heading for a port or evacuation point where they can board a ship that must then raise steam , sail then exit the map via a departure point to score victory points in the “vital cargo” style. The number of point is based on the number of refugee counters the ship can carry. The Four ship types (and their points value) are:

Paddle steamer 50pts: the most vital ship in the human line up…. And the Martian player’s primary target. Can carry 500 refugees (5 red/ 20 grey).

Small Freighter 30pts: next largest ship for evacuation. Can carry 300 refugees.

Tug and barges 20 pts: slow and painfully vulnerable but can carry 300 refugees.

Fishing boats (two boats = 1 unit) 10 pts: Slow and weak but better then nothing. Can carry 50 refugees.

Victory is based on a sliding scale for humanity a:

1000 points = massive victory
500 points = standard victory
250 points= minor victory
less = DEFEAT

Obviously the martians score points by :

1. Killing refugees. Either as they march... or on the ships.
2. Sink the evacuation ships
3. destroy the dock/boarding zones.
4. Destroy military units.


Admiral Scharnhorst's WAS Spotting

Two fleets engage in a battle, but who will emerge victorious?  You know the enemy fleet is in the area, but where is it?  You will have to use fast tactics and faster gut reactions as you seek out the enemy you wish to destroy.

Loosely based on the Avalon Hill Boardgame Midway, this WAS scenario incorporates hidden movement and search planes to add a new element of surprise and subterfuge to the already popular WAS miniatures game.

Materials Needed: Anything used to play a standard WAS game, Paper
Pens/Pencils, Dividers to hide paper (optional)

Players construct their fleets in secret, using a predetermined number of points agreed on by both players.  You will also need to number each square in manner capable of tracking hidden movement.  Game play can be done on any map configuration.  For online play it is strongly recommended that you have a moderator to monitor hidden movement.

After players have built their fleets, they will roll for deployment and deploy almost like normal.  Instead of placing ships on the map, you will instead record each ship's location.  During your movement phase you will record each ship's movement.  Here is where the game gets interesting:

In the Air Mission phase ships may launch search planes to seek out the enemy.  Search planes can be represented by counters or air units not used in fleet construction.  Search planes have no stats and are not shot at during the Air Defense Phase.  The ships that can send search planes, and their specific restrictions are as follow:

Aircraft Carriers: May deploy 1 search plane on any square on the map.  Carrier may not deploy other planes if search plane is sent out.
Battleships: May deploy 1 search plane within 4 squares of her location.
Cruisers May deploy 1 search plane within 4 squares of her location.
Land Based Airstrip: May deploy 1 search plane on any square on the map.

Players alternate placing search planes in the same way they would place aircraft during the air mission phase.  After all search planes are placed players check to see if any of their ships have been spotted.  A ship is spotted if it is in the same square as an enemy search plane.  Place that ship on the map.  It now remains on the map as if in a normal game.

There are two other ways for ships to become spotted.
1) If a ship attacks during the surface or submarine phase it is spotted and placed on the map.
2) If a ship takes control of an objective it becomes spotted and is placed on the map.

Victory Conditions do not change from a standard game format.

Other Special Rules:

Aircraft Carriers: If a carrier wishes to deploy fighters and bombers to attack a spotted ship it is not spotted in doing so.

Hope you enjoy it, please let me know how your sessions turn out!  Also feel free to PM me with any questions that may come up during play.
Optional Rules:
Submarines: Submarines (and Submarine Aircraft Carriers) have a chance of avoiding detection.  After all search planes are placed roll a die for each search plane.  On a 4-6 if a submarine is present in the square it is spotted.  Otherwise the sub is submerged that turn and is not spotted during the air mission phase.

FAQ:
Q1)  Can Carrier based fighters and bombers deploy out and act like search planes?
A: No they cannot.  If a carrier launches scout planes it may not deploy fighters or bombers that turn.
Q2) If a search plane is in the square my submarine is in and rolls a 1-3 (not spotted), is my submarine spotted if it shoots torpedoes?
A: If a submarine fires its torpedoes during the Submarine Phase it is instantly spotted.
Q3)  Does a scout plane launched from a Land Based Airstrip get a re-arming counter when it lands?
A: No it does not.  Any ship or Airstrip allowed to launch a scout plane may launch one every turn.
Q4)  May I improve on this variant with my own rules?
A: Absolutely!  All I ask is that I am credited for the original scenario in said variant if you publish your variant.

Author’s Note:  Remember this is just a variant designed to play with new concepts for the purpose of enhancing the game.  I fully realize that in terms of scale that this variant is not realistic at all.


The Mighty A's Mixed Fleets

For this variation, sides are chosen and the point value for each fleet are decided.  After that, each player takes half of his points and builds part of his fleet and half of his opponent’s points and builds part of his opponent’s fleet.  Play then commences with both players playing with their entire fleet (both the part that they purchased and the part that their opponent purchased for them).

Special rules:
--A player may not exceed class limitations in the fleet that he builds for himself.  However, class limitations may be exceeded if adding the part he purchased and the part his opponent purchased exceeds class limitations (e.g. Player A may not purchases 2 Akagis, but it is acceptable if Player A purchases 1 Akagi and Player B purchases 1 Akagi for Player A).

--A player may only purchase 1 of any unit for his opponent (this is to prevent a player from spending all of his opponent’s points on subchasers, etc.).

--A player may not exceed the airbase capacity with the air units that he purchases for himself, but can exceed it when adding in the air units purchases for him by his opponent.  Also, the airbase capacity can not be exceeded when purchasing the opponent’s fleet.  If the standard airbase capacity is exceeded, the airbase capacity is adjusted to the number of units that start on the airbase.  Standard rules apply if the adjusted capacity is exceeded (e.g. Airbase capacity is 5.  Player A purchases 4 planes to go on the airbase.  Player B purchases 3 planes to go on a carrier and 2 planes to go on the airbase for Player A.  This gives Player A 6 planes on the airbase and 3 planes on the carrier.  Thus, the capacity of the airbase is adjusted to 6 for the game.  If the carrier is destroyed, then air units have to be eliminated so that the number of planes meets the adjusted capacity of the airbase (6 in this case)).


Greyh Seer's 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


Weasel's WAS Uncharted Waters


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.

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Last edited by NeuralDream on Mon May 18, 2009 9:41 am; edited 1 time in total
PostWed Apr 29, 2009 12:40 pm
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Greyh Seer

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Well,

I have to say.  I can't wait to try out all of these scenarios!  I also can't wait to add these to the list!  I applaud everyone.  Some VERY cool stuff here.

Just a few specifics:

I really like the Solitair game - It looks to be like a fun way to make a challanging one player game.

I also really like the Admiral Scharn's fleet revealing rules.  I plan to play a game using those rules this Monday!

Man there are so many good ideas to think on and try out!  Mines and mining, Carrier Searching, hidden movement rules....I am in  LOVE!

GREAT JOB EVERYONE!!!!!!!!!!!!! wow
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PostWed Apr 29, 2009 3:12 pm
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A hard call to make... great ideas all of them.

I had to go with Richters off board carriers in the end, It always makes me wince to deploys carriers alongside battleships.
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PostWed Apr 29, 2009 3:26 pm
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NeuralDream

 

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No need to hurry. You have many days, so you can try at least some of these. I intend to choose 4 or 5 and try them this weekend.
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PostWed Apr 29, 2009 3:51 pm
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Greyh Seer

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Just got done trying out a couple:

Admiral Scharn's WAS Spotting:  This was a really fun game.  I won by taking lots of CVE's and I got lucky and found my enemy's Tirpitz early.  Even so, it was pretty balanced as I really had to risk a lot in order to ensure I secured an objective.  With marking moves on paper, I suggest actually having the map your playing on marked with sector numbers in each sector.

What I liked: Movement was very strategic and how you deployed your fleet from turn to turn and what you did with carriers was extreamly important and makes the system a lot of fun.

What I might change: Perhaps increasing how many squares a search plane can search each turn (it was too easy to hide carriers each turn) or doing something different with patrol bombers.

Overall: Lots of fun!  I can't wait to play again but with a larger force!

RAEVSKI's Random Fleets: This was quite fun as I really had some interesting match ups.  My first game was the Zara vs Jean Bart and the second was the Bismark vs Rodney.  The set up really forced you to think on your feet and often one side was at a disadvantage but not so large that you couldn't overcome it.  I think there is potential for a large lopsided game, (I can see my Canberra against a Yamato for example) but overall really fun!

What I liked: This really forces you to think outside the box with some of the unit combinations you end up with.  The fact that you are really getting alot of DD's and CL's to be big players is great too!

What I might Change:  The possibility for the single rare choice making your fleet 50+ points more than your enemy can be daunting.  Perhaps a rule when your opponent's rare is 30+ points more, you can re-draw but you must stick with second draw?

Overall: LOTS of fun!  and great set up for smaller, quick and even solo gaming!  I will definetly use this again!
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PostTue May 05, 2009 4:43 pm
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acs0424

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I will have to try RAEVSKI'S idea with AAM, can't do it for WAS until I get enough units.
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PostTue May 05, 2009 8:37 pm
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good feed back thanks
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PostThu May 07, 2009 5:37 am
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A lot of good choices, as it has already been said.

As Greyh said earlier we finally got to play test my spotting variant and in reality it played exactly how I pictured it would in my mind.  I played a balanced fleet while Greyh took a carrier task force.  He had more search planes to search out the board, and the maneuvers to sieze even one objective were tougher, as he had to be wary of the Tirpitz's location.  

I thought it a fun way to change up the game.  Even if you don't vote for it I hope everyone gets the opportunity to play it.

As for my vote, am I supposed to announce it?  I'm having a hard time choosing between two great ones.  If we are supposed to announce it I'll let you know when I finally cast it.
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PostSun May 10, 2009 12:03 am
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RAEVSKI

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After some very constructive comments, i have a new rule to add to Random Fleets.
i will post this up after the votes.
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PostThu May 14, 2009 11:15 pm
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At last put my vote!

I could not play through all the variants, but I must say - I found the Mixed Fleet idea best. Its SOOOO simple one ccan ask, why don't have I thought of this - and it makes things interesting.

Honorable mention

War of the World - WHat an idea.... - it did not win because I don't have the minis Wink

Raevskis - random fleets - quick and dirty - like it - Maybe not: getting a Giulio vs and Missouri - actually that did not get played Very Happy - but that is the nice thing here - you can throw away your result and get nanew draw within 5 minutes...

Great ideas guys (not only the mentioned, but all who sent in a variant)

RvM
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PostFri May 15, 2009 11:43 am
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NeuralDream

 

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Only one day left to vote.
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PostSat May 16, 2009 10:46 am
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what time is it?
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PostMon May 18, 2009 9:23 am
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NeuralDream

 

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1. Richter von Manthofen---- 10 pts
2. RAEVSKI---------------8
3. Snippersly-------------7
4. Task Force 57----------6
-. The Mighty_A------ 6
-. Weasel------6
7. Greyh Seer----2
-. carrion----2
-. Rengokuy---2
-. Bondboy----2
11. Admiral Scharnhorst----0
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PostMon May 18, 2009 9:41 am
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