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Post subject: WaS: Pacific Theatre '41-45
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War at Sea: Pacific Theatre 1941-1945
(easy version draft)
Before round 1.
1. Step – Building your Fleet
Every Player (Royal Navy, US Navy and Imperial Navy) spent there amount of points to build up a fleet (with warships, auxilliaries and planes) in secret. Every player can only purchase units of his nation and with the year 1941 or earlier. Players of the Royal Navy may purchase units from Australia, Canada, New Zealand and the Netherlands.
RN = 200 points
USN = 500 points
IJN = 600 points
2. Step – Basing units
Every Player deploys one of his units to one of his bases. Reply this, until every unit is deployed.
3. Step – Japanese forming there Kido Butai
Now, the Japanese can form there Kido Butai. All ships participating at the Kido Butai are removed from there bases. The Japanese player may choose any allied base as a target, as long as this base is only two sectors away from an friendly base. The last part of this step is playing an harbour attack scenarion with all participating ships of the japanese player and his opponent. All circumstances are on the side of the japanese player.
4. Step – Kido Butai returns
After attacking the enemy base, the Kido Butai returns to the japanese mainland. All participating and surviving ships are based at Kure. Thereafter the War in the Pacific starts.
Round 1 (December 1941) and thereafter...
Every round, the japenese player and the allied players role a dice. The Player with the higher throw wins and his opponent(s) moves first.
Capturing an enemy base the round before, a player(s) gets a bonus of +1 for the dice throw for this round.
First the player purchase further units (Purchase Phase). Depending on which bases are under control, the player gets an amount of ressource points.
Every player can spent his points to build warships, auxilliaries and planes. Its possible to invest some points in larger units, e.g. large BBs like Yamato. Its also possible invest in units that are later avaible (e.g. Yahagi). But the unit is first ready in the year of its original commision.
After the Purchasing Phase, the Players moves his units (Operation Phase). But there are some limits.
BBs and CVs can operate up to two sectors away from any active, friendly base.
CAs can operate up to one sector away from any active, friendly base.
DDs can only operate in a sector with an active, friendly base
Auxillaries with the Vital Cargo-SA can improve the era of operations. They count as active, friendly for a number of units base while they are adjacent to a sector with a friendly, active base.
Every unit can only move up to two sectors.
After the Movement Phase, the player deploys his purchased units at his mainland base (Colombo for RN, San Francisco for USN and Kure for IJN).
Thereafter his allied player phase begins or the phase of his opponent(s).
After all players made these three phase, the Operations Phase beginns.
The first players decided if he starts any actions. But the number of actions are limited. The RN Player can only make one action, while the USN and IJN Players can make both two actions.
Actions are
Engage enemy fleet
Land Invasion
Harbour Attack
After deciding there actions, all this actions are played consectuive. Battle damage are noted.
Thereafter, the allegiance of bases changes, there status (active/inactive) and destroyed units are removed. Damaged ships can be repaired at own bases in the same sector (and are inactive for one or more rounds, depending on the number of lost hull points).
A new round begins (and month is over).
Last edited by Otto von Starkburg on Sun Oct 18, 2009 7:47 am; edited 3 times in total |
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Sat Oct 17, 2009 8:43 am |
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Posts: 727

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The strategic Map for the first round....
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Sat Oct 17, 2009 8:45 am |
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Posts: 727

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Overview
Bases and there ressource point production
Kure 5
Tokyo 5
Hokkaido 3
Shanghai 2
Saigon 1
San Francisco 25
Vancouver 2
Singapore 1
Colombo 2
Sydney 2
Perth 2
Celebes 2
Sanspor 2
Hong Kong 2
New Caledonia 2
Vladivostok 2 |
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Sat Oct 17, 2009 8:55 am |
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Posts: 727

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Post subject:
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Specific rules, rule changes, and so on
The following SAs are deleted
No Sea Control, Secret Cargo and Landing.
The following SAs are changed
Shore Support
New text: While attacking land structures, these units get +1 dice with every gunnery attack.
Bombard
New text: While attacking land structures, these units get +2 dice with their main gunnery attack.
Vital Cargo X
New text: [Strategic Map]If this unit is adjacent to a active, friendly base this ship counts for a number of X units as a active, friendly base.
The following units are changed
SS Jeremiah O'Brian
[i]Year: 1941
Cost: 3
AA: 4
Armor 1, Vital Armor 7, Hull 2
SA Vital Cargo 5
Kina Maru
Year: 1941
Cost: 4
AA: 4
Armor 1, Vital Armor 7, Hull 2
SA Vital Cargo 8
USS Gunstan Hall
Remove Landing 10 and No Sea Control.
Add the following SAs
Carrying Troop Counters 3
T1 Landing Ship
Remove Landing 5
Add the following SAs
Carrying Troop Counters 2
New SA
Carrying Troop Counters
This ship transport a number of troop counters. Once per game, this ship can land a number troop counters on a island.
No Fleetsupport
This unit didn't count as active, friendly base at strategic level
Last edited by Otto von Starkburg on Sun Oct 18, 2009 7:45 am; edited 3 times in total |
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Sat Oct 17, 2009 9:05 am |
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Posts: 727

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Engage enemy fleet
Is the same as the written in the rules, except that you can only field units that are based in the same sector (including planes).
Land invasion
To invade a enemy base and take control of them, you need a Auxillariy unit. Every Auxillariy unit transport two Troop Counters. To archive victory, you must land as many Troop Counters as possible at the other side of the tactical map.
After landing troops during your turn, throw a dice. On a 5-6, you score a point. If you scored 5 or more points, you've taken the base (except for base of the mainland – thats impossible to take them at all).
Harbour attack
Your mission is to disable an Harbour, making the base for one or more months inactive.
A harbour has the following facilities: an airfield, a pier, a drydock and a support facillity. Damaging all of them making the base for one month inactive. Destroying on of this and damaging the rest makes the base inactive for two months. Destroying all of this, the base is inactive for four months.
Attacking the harbour facilites are only possible with gunnery attacks or bombs. While attacking with guns, the attacking ship got -1 on each die. |
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Sat Oct 17, 2009 9:18 am |
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 Forum Administrator
Posts: 6928

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Sounds interesting. _________________
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Sat Oct 17, 2009 11:27 am |
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 Muahahaha!
 AHF Silver-Rated Trader
Posts: 1493

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Post subject: Re: WaS: Pacific Theatre '41-45
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This looks really fun! I have been waiting in anticipation for your campaign to come out. I do have a few clarifying questions:
| Otto von Starkburg wrote: | After the Purchasing Phase, the Players moves his units (Operation Phase). But there are some limits.
BBs and CVs can operate up to two sectors away from any active, friendly base.
CAs can operate up to one sector away from any active, friendly base.
DDs can only operate in a sector with an active, friendly base
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So my ships can move any number of sectors as long as they end up within thier operational sectors? (For example: my DD can move from Pearl Harbor to Perth as long as it is in the same sector as Perth?) Is that right?
| Otto von Starkburg wrote: |
Auxillaries can improved the era of operations. They count as active, friendly while they are adjacent to an sector with an friendly, active base.
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So basically, an Auxiliary that is in a sector Ajacent to a friendly base acts as a base for any other Friendly ships?
| Otto von Starkburg wrote: |
Land invasion
To invade a enemy base and take control of them, you need a Auxillariy unit. Every Auxillariy unit transport two Troop Counters. To archive victory, you must land as many Troop Counters as possible at the other side of the tactical map.
After landing troops during your turn, throw a dice. On a 5-6, you score a point. If you scored 5 or more points, you've taken the base (except for base of the mainland – thats impossible to take them at all).
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Do landing ships (gunston hall and T1) carry any different amount of troops? _________________ -Greyh
Trade List: Greyh's WAS Trade List
+13 On AH Trade Boards
+10 On aaminis Trade Boards |
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Sat Oct 17, 2009 12:16 pm |
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Posts: 727

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| Quote: | | So my ships can move any number of sectors as long as they end up within thier operational sectors? (For example: my DD can move from Pearl Harbor to Perth as long as it is in the same sector as Perth?) Is that right? |
There is missing a sentence. The ships could only move 2 sectors (but that is not fix atm).
| Quote: | | So basically, an Auxiliary that is in a sector Ajacent to a friendly base acts as a base for any other Friendly ships? |
Right. There is missing a word in the sentence: base after active, friendly.
| Quote: | | Do landing ships (gunston hall and T1) carry any different amount of troops? |
At a later draft: Yes! But atm only the Japanese have Auxiliary at the begining of the war. May be, Liberty and Kina Maru get the same stats and same starting year and are for all Players avaible. _________________ Map
Midway
Strategic Map
North Atlantic and Mediteran Sea, Pacific and Eastern Indic |
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Sat Oct 17, 2009 12:45 pm |
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Posts: 33

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Is there a special rule for the Japanese intial attack before the game begins? Something like limited AA or the enemy's ships don't move....or something like that. _________________ Life is what happens while you make other plans |
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Sat Oct 17, 2009 2:23 pm |
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Posts: 727

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| Maxmush wrote: | | Is there a special rule for the Japanese intial attack before the game begins? Something like limited AA or the enemy's ships don't move....or something like that. |
Yes. Its similar to my harbour attack scenario rules. Also, i want to use JFKs land invasion rules (also modified for the campaign). |
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Sat Oct 17, 2009 6:35 pm |
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Posts: 727

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Sat Nov 14, 2009 10:10 am |
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