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Dogans Q&D Campaigning Rules. (Alpha Draft)

 
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doganpc

 
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Post subject: Dogans Q&D Campaigning Rules. (Alpha Draft) Reply with quote
So, you've been playing this sill ship game for years.  You're getting fairly numbed to the various point games with or without objectives.  Interested in something different, something with consequence?  With this in mind I present to you. . .

Dogan's Quick and Dirty Campaigning Rules!
Here's what you'll need.
    -A Variety of 6 sided dice in 3 colors. (3,3,4 each color)
    -A Game Board with clearly defined regions. (Axis&Allies, Hexes)
    -A Marked tokens to match at least 2 of 3 dice colors. (1 for each die)
    -A Notepad and Pens for players to use.
    -Preset point value of A&ANM's
Objective: Take control of the sea by owning more than half of all bases OR Capturing your opponents primary base of operation.
How to setup:
For simplicities sake we are going to use the colors Red, Blue and White.  Tokens matching Red and Blue.  Each token is marked so you have a Red "A", "B","C" and a Blue "A", "B", "C".  It doesn't matter which player gets which color just make sure they get all of that color token and dice.  Leave the white dice aside.  Players roll a die, the player with the lowest result chooses a region and places a white die.  Next the opposing player chooses a white die and rolls it.  Then he/she places it no less than 2 no more than 4 regions away from any other die. The other player does the same until no white dice remain. Then the players switch to placing dice of their color following the same 2 and 4 rules for white dice.  After all dice have been placed each player chooses one of their die markers as their Primary and turns it to 6, the other two of that color get turned to 4.

What all this means:
Each die is a base of operation.  The number shown represents strength and supply.  Once per turn at a base of operation you control you may spend one of its Supply (turning the die to a lower number) to repair one of your ships.  Once per turn at a base of operation you don't control and are unopposed you may Bombard that base and lower its Strength by one (by turning the die to a lower number).  When a die showing 1 is bombarded by a force that doesn't control it, replace it with a die of the color representing the player who bombarded it marked 1.  Finally, once per turn at your Primary base of operation you may turn the die down 1 to create a convoy vessel or up one to replenish your Strength.

Playing the game:
After setting up the map players will now select ships up to the point total that was predetermined (300pts is a good start).  When the ships have been selected they get divided into 3 or 4 task forces.  These will be represented by tokens A-D for each player.  No task force may have over half the total points predetermined (no force > 150pts).  On a piece of paper note what ships were placed into which task force.  Keep spacing in mind as these can change throughout the game.  Players must declare which type of ships are in each task force when asked, they do not need to declare what each ship is. For example, "Task Force 'A' is compsed of 5 Destroyers, 3 Cruisers." nor do they have to reveal how many planes there are.

Task forces move about the board 1 region a turn. Friendly task forces in the same region may transfer ships between them; update your paperwork and remember to comply to your opponents request regarding the composition of your forces.  Unfriendly forces that find themselves in the same sector enter a battle.  On a turn where multiple forces engage the attacking player chooses which battle to resolve first.

Upon entering a battle you will play out the battle following the standard A&ANM game with a few changes.  First and foremost is any crippled ship must immediately maneuver off any edge of the board.  A player opposing a crippled ship must allow it to retreat, unless its controller uses it in an attack (while retreating) or is defending a base of operation.  Any ship that is marked destroyed is removed from play.  A player may choose to disengage by maneuvering off the board from any of the six center sectors (3 on each side).

Players use Convoys to resupply and strengthen their forward bases.  A convoy consists of at least 1 convoy vessel generated at the Primary base of operation.  Escorting a convoy is optional and you may move a convoy with or without a task across the board.  Upon arrival, convert the convoy vessels into strength and supply by increasing the number on the die.  You may not increase a die past the number 5 in this manner.

At the beginning of your turn, increase the number shown on your primary base of operation marker by 6 to a maximum of 6.

First player to take all 4 non player bases or their opponents primary base of operation wins.

Dogan
Very rough draft, only tested on smaller scale (4 BoO's)
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PostTue Oct 13, 2009 5:08 pm
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Greyh Seer

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Post subject: Reply with quote
This looks very interesting, but I may have to re-read it when I have some more time.  as it stands now - I'm confused on quite a few parts.  Perhaps some pictures or diagrams to clear things up?
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PostWed Oct 14, 2009 12:04 am
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