Post by flakstruk on May 3, 2018 13:45:43 GMT
Foreword: Naval Battles were seldom for in isolation. Rather they were culmination of planning or coincidence. This scenario allows you to take control of a fleet engaged in a extended campaign. But be warned, you must work with what you have.
Fleets
Fleet Lists
This scenario uses a random selection process ti generate fleets. This is intended to replicate the work with what you have situation commanders frequently found themselves in.
To do this, create an alphabetical list of ships you will use in the campaign.
We call this, your fleet list
This might be based on the historically avaiable units of a campaign or simply the units you have in your collection. Or you might just use all the units available for a given year or country.
Fleet lists should be at least twice as large, in points, as the fleet you're building and include all kinds of unit. Good and bad.
Playtesting List
docs.google.com/spreadsheets/d/1QJDI2WNyqI_JRcj-u_C9BRIrYTXT3TDSXwpe63c4uWQ/edit?usp=sharing
From your fleet list, randomly build a fleey.
Roll a die, and count from the top of your list, the result is the unit added to your fleet. Continue rolling until and adding units you reach 100 points. If a selected a unit will cause you to exceed your point limit, instead select the next unit you have that will bring you to the limit.
Game Map:
Theatre Map:
(2x2 standard maps overlaid onto theatre)
playtest map
docs.google.com/presentation/d/1sEoKSNZZKcvBkAy2LaEVy2SVf4wDV7f_U7p6OhDQydA/edit?usp=sharing
You'll need a appropriate theatre map like this. It's divided into Quadrants marked A-D.
Each theatre map needs a departure port for either side and at least one Arrival Port. This might be contested, like Guadacanal, or player specific, like Malta.
Setup
On the theatre map, you'll only need to mark fleets. Keep a list of the specific units in each fleet. A fleet can't exceed 100 points total. Landbased aircraft aren't assigned to fleets. They are placed on the theatre landbase.
Fleets begin at your departure port.
If you have units with deployment abilities, they may be deployed in that fashion. This is provided all units in that fleet are able to do so. These units, and submarines may be placed anywhere on your departure maps quadrant.
Start Playing
Roll initative: Both players roll initative, but dont apply any bonuses.
Move Your Fleets: The lower rolling player can move one fleet on the theatre map at the speed of that fleets slowest ship. Alternate moving fleets like this. You can fleets equal to the result of your initative roll.
If you tie on your iniative, the player who went first last turn, goes first this turn too.
Place Your Landbased Squadrons: You can attach your landbased squadrons to any of your fleets. Alternate placing one squadron at a time.
Contact: When 2 opposing fleets end thier movement in local or adjacent sectors, they've made Contact.
The player with the highest flag rating in a contact may choose to disengage. If you do roll a die for each ship in your fleet. If you roll a 1, that ship takes 1 hull point of damage.
If there is no disengagement, resolve the battle as a 100 point battle with objectives(by the rulebook).
You cannot deploy more that 100 points in a contact battle. If friendly fleers are in adjacent sectors to the fleet that made contact you may select the units you want to deploy.
After the battle the defeated players fleet is returned to his/her departure port at the beginning of next turn. The winning players fleet remains in place on the theatre map.
Special Rules
1. Victory Points; keep a tally of any victory points you score by using special abilities. If you have units with these abilities and you win a contact battke you automatically score those points as well. In addition to getting you closer to victory, you can use them to buy reinforcements. Victory points earned from capturing objectives or destroying enemy units does not count for this.
2. Handicap; At the end of the theatre turn, the player with the lower number of total fleet points can pick another unit from their Fleet List. Roll a die and count from the last unit you picked.
Victory
When one player achieves a 2:1 advantage in either Victory Points or Total Fleet Points, that player is declared the winner.
These rules extend the time to play considerably. You may rather to simply declare the player with the most points, when your alloted playing time runs out, the winner.
About These Rules
These rules are intended to provide a managable degree of randomization and cause and effect that can be overlayed on the core rules. Also to allow a wide degree of customization for players to recreate different aspects of naval warfare, both through the map, and the preparation of Fleet Lists. Players are encouraged to clearly discuss these with thier opponent to maximize enjoyment and minimize confusion when playing
Fleets
Fleet Lists
This scenario uses a random selection process ti generate fleets. This is intended to replicate the work with what you have situation commanders frequently found themselves in.
To do this, create an alphabetical list of ships you will use in the campaign.
We call this, your fleet list
This might be based on the historically avaiable units of a campaign or simply the units you have in your collection. Or you might just use all the units available for a given year or country.
Fleet lists should be at least twice as large, in points, as the fleet you're building and include all kinds of unit. Good and bad.
Playtesting List
docs.google.com/spreadsheets/d/1QJDI2WNyqI_JRcj-u_C9BRIrYTXT3TDSXwpe63c4uWQ/edit?usp=sharing
From your fleet list, randomly build a fleey.
Roll a die, and count from the top of your list, the result is the unit added to your fleet. Continue rolling until and adding units you reach 100 points. If a selected a unit will cause you to exceed your point limit, instead select the next unit you have that will bring you to the limit.
Game Map:
Theatre Map:
(2x2 standard maps overlaid onto theatre)
playtest map
docs.google.com/presentation/d/1sEoKSNZZKcvBkAy2LaEVy2SVf4wDV7f_U7p6OhDQydA/edit?usp=sharing
You'll need a appropriate theatre map like this. It's divided into Quadrants marked A-D.
Each theatre map needs a departure port for either side and at least one Arrival Port. This might be contested, like Guadacanal, or player specific, like Malta.
Setup
On the theatre map, you'll only need to mark fleets. Keep a list of the specific units in each fleet. A fleet can't exceed 100 points total. Landbased aircraft aren't assigned to fleets. They are placed on the theatre landbase.
Fleets begin at your departure port.
If you have units with deployment abilities, they may be deployed in that fashion. This is provided all units in that fleet are able to do so. These units, and submarines may be placed anywhere on your departure maps quadrant.
Start Playing
Roll initative: Both players roll initative, but dont apply any bonuses.
Move Your Fleets: The lower rolling player can move one fleet on the theatre map at the speed of that fleets slowest ship. Alternate moving fleets like this. You can fleets equal to the result of your initative roll.
If you tie on your iniative, the player who went first last turn, goes first this turn too.
Place Your Landbased Squadrons: You can attach your landbased squadrons to any of your fleets. Alternate placing one squadron at a time.
Contact: When 2 opposing fleets end thier movement in local or adjacent sectors, they've made Contact.
The player with the highest flag rating in a contact may choose to disengage. If you do roll a die for each ship in your fleet. If you roll a 1, that ship takes 1 hull point of damage.
If there is no disengagement, resolve the battle as a 100 point battle with objectives(by the rulebook).
You cannot deploy more that 100 points in a contact battle. If friendly fleers are in adjacent sectors to the fleet that made contact you may select the units you want to deploy.
After the battle the defeated players fleet is returned to his/her departure port at the beginning of next turn. The winning players fleet remains in place on the theatre map.
Special Rules
1. Victory Points; keep a tally of any victory points you score by using special abilities. If you have units with these abilities and you win a contact battke you automatically score those points as well. In addition to getting you closer to victory, you can use them to buy reinforcements. Victory points earned from capturing objectives or destroying enemy units does not count for this.
2. Handicap; At the end of the theatre turn, the player with the lower number of total fleet points can pick another unit from their Fleet List. Roll a die and count from the last unit you picked.
Victory
When one player achieves a 2:1 advantage in either Victory Points or Total Fleet Points, that player is declared the winner.
These rules extend the time to play considerably. You may rather to simply declare the player with the most points, when your alloted playing time runs out, the winner.
About These Rules
These rules are intended to provide a managable degree of randomization and cause and effect that can be overlayed on the core rules. Also to allow a wide degree of customization for players to recreate different aspects of naval warfare, both through the map, and the preparation of Fleet Lists. Players are encouraged to clearly discuss these with thier opponent to maximize enjoyment and minimize confusion when playing