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Hidden Submarine Rules

 
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Jameson

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Post subject: Hidden Submarine Rules Reply with quote
Submarine Deployment and Detection Rules

When a submarine is deployed, the actual model does not go on the board. Instead, three numbered tokens go on instead. These “contact” token allow a degree of stealth and uncertainty to simulate real submarine warfare.

Place the model representing the submarine just out side of the playing area. Place a submarine identification token with the corresponding colour of the contact tokens underneath it. The token has the number on it which represent which of the contact tokens is the actual sub.

Each turn, until the sub is detected, treat each of these contact tokens as they were the actual submarine. Once the sub has been detected or makes an attack, trade your submarine model with the corresponding token, and remove the other contact tokens of the same colour.

Submarine Detection:

When a unit with ASW capability enters a space with a contact during the Sea Movement or Air Mission phase, the contact is considered investigated. The player controlling the sub must reveal whether it is the actual submarine or a false contact.

Each ASW unit may only investigate once contact per turn. This must be in the space that the unitt finishes its movement, not one that it is just passing through. If there is 2 or more contacts in the same square, the player with the ASW unit must choose which one they are investigating. Two ASW units in the same space may investigate two different contacts, etc.
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PostWed Aug 26, 2009 5:32 pm
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Greyh Seer

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Post subject: Reply with quote
I like it.  simple and effective.  the best kind of rule!
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PostThu Aug 27, 2009 9:34 am
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hansfranz

 

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Post subject: Reply with quote
Definitely going to be trying this one out soon!  Great idea man!
PostTue Sep 01, 2009 4:46 am
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Diamondback

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Post subject: Reply with quote
Question: how do you represent subs disappearing once they've "broken contact"?

Good starter approach to the "inbound" half of the problem, now we need to figure the outbound.

I've been drafting a variation on this, where each turn after the sub's been revealed and survived an ASW attack, you place a penny in that sector and each adjacent, the next each sector around those, and so on... with each of those requiring investigation as you describe. (The "hidden field" keeps expanding until either the sub's found, or it fills the entire map--once the sub is successfully located by either ASW probe or torp attack, take up all the pennies and start it all over again when the sub resumes evasion.)

Type 13's? They now have a use! (Granted, they can't whack a sub, but they can find it for an adjacent DD with Sub Hunter or Ram to whack....)
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PostTue Sep 01, 2009 5:26 am
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Snippersly

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Post subject: Reply with quote
Wow! I missed this post.  Looks like a cool and simple alternative.

Thanks Jameson
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PostTue Nov 03, 2009 3:50 pm
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herky80

 

Joined: 08 Jul 2008

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Post subject: Reply with quote
Simple and logical, great idea. Whether or not this one catches on, I think the hidden sub rules are the next step of this game.
RB must surely be considering how to include hidden sub rules without complicating the whole thing.
A lot of people have been considering how to develop such rules and this one is close.
Another good concept is to track your sub on a grid until it makes contact by attacking or being discovered. But this clearly is more bookkeeping than we want.

Has anyone considered hidden subs with limited contact with the surface fleet? Because not only were the subs hidden from surface and air units, but they didn't exactly communicate with the rest of the fleet on a regular basis.
Perhaps this can be done by another player controling the submarine.
Here is how it would work:
Two fleets are created and four players assigned- let's use UK v. Germany. UK has a surface admiral and a sub commander, as does Germany. The surface admiral and sub commander communicate only at the beginning during the deployment. But after deployment the subs stay hidden and are moved by the sub commander. So, the surface admiral knows where the sub started and probably has a plan with the commander about where the sub will go, but won't know exactly because movement is hidden.
The sub commanders will watch the game unfold and move their sub each turn during the surface movement phase. How? By sending the moves to the game's moderator.
When a sub comes into contact with a ship or sub, it is revealed and plays normal- but is still controlled by the sub commander.
While hidden, the sub commander and surface admiral do not communicate.
The sub might disappear again after attacking or being attacked or revealed by the enemy. In which case the sub commander resumes hidden movement.
What say you on this idea?
I think this would work well in an online game. Anyone interested?
PostTue Nov 03, 2009 4:32 pm
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