Post by ticat1 on Mar 30, 2017 22:52:27 GMT
These rules are compatible with every other rule set that I've read. You can also use these rules just to mix two of the three games instead of all three.
Mixing all three mini games
There are a couple secnarios that you can play that can integrate all three games into one. The easiest is an amphibious assault. First, decide if both players are going to fight over a land mass, or if one player will be defending the land and the other attacking.
Build your forces following these steps:
1) Build War at Sea fleets of equal size. Auxiliary points don’t count towards your overall points total, but you can only have 15% of your points total to use for auxilliary ships. (100 pt fleet would give you 15 pts to use on auxiliaries) If you go over the 15%, it will count against your fleet total. Warships or aircraft capable of carrying land units count towards the Fleet size, not the auxiliary size.
Allied units that can carry ground forces:
Indianapolis Secret Cargo 6
Emile Bertin, Casabianca Secret Cargo 4
Pluton, LST Landing 5
Krasnyi Kavkaz, Krasnyi Krym, Taskent, York Landing 3
Vospers Torpedo boat Land Cargo 2
Queen Mary Troop Transport 8
American Victory (can be used by all allies) Vital Cargo 8
Jeremiah O’Brien (can be used by all allies) Vital Cargo 6
Axis units that can carry groud forces:
JU 52 (soldiers only) Paratroopers 2
Blucher, Konigsburg, Nagara Landing 3
Nagatsuki Tokyo Express 2
Oceania Troop Transport 5
T1 Landing Ship Landing 5
Kinai Maru (can be used by all axis) Vital Cargo 8
Daihatsu Landing Craft (can be used by all axis and allies) Beach Landing 3
Each point of cargo capacity will give you 6 points towards your army build and can carry:
1 Tank = 3 points of capacity
1 Artillery, 1 vehicles = 1 point of capacity
2 Soldiers = 1 point of capacity
2) Build your land army using the points total from the capcity slots from your fleet. Bear in mind the restrictions on how much you can put on each ship. On a piece of paper, write the names of each ship and what land forces they’re carrying. Aircraft use points, but don’t have to be listed on a ship. If there is already an established defender on the land mass, that player gets 75% of the points total of the attacker.
3) Build 100 pt air forces using planes as close as possible to the ones you selected in the War at Sea and AAM builds. Read the AAAF game rules below to see what types of planes you’ll need
Play out the AAAF scenarios first, then the War at Sea component, then the AAM part.
AAAF to AAM
Set up an AAAF map as normal and place two targets on opposite sides. Each Player defends one target and attacks the other. For every sucessful strafe or dive bomb, you earn a chip. When you play the AAM game, you must spend a chip to place an aircraft in the Flight Phase. Play till all planes from one side are destroyed.
AAAF to War At Sea
Set up 3 containers labeled Fighters, Bombers and Flak. Also make a number of chips labeled “Axis” and “Allies.”
Decide who is the attacker and who is the defender. The Attacker gets at least 2 fighters and 1 bomber. The defender gets at least two fighters. The defender places a target on any sector on the map, but must not be close enough to the edge that a bomber can’t turn out after a bomb run. Use the Flak rules from the rule book.
Every time a fighter damages a plane, that side gets a chip in the Fighter container
Every time a bomber makes a successful bomb run, the attacker gets a chip in the Bomber container
Every time the Flak scores a hit, the defender gets a chip in the Flak bag
Play the AAAF match until all the planes on one side are destroyed, then play a new game with the attacking and defending roles reversed.
In the War at Sea game, play as normal. At the end of the Air Mission phase, you may select one friendly fighter. Remove a chip from your fighter container and that fighter gets one extra die this turn. You may select up to two fighters per turn. You may also select one Ship per turn to get 1 extra die from the Flak container.
You may also select up to two Bombers in the Air Mission Phase, however, bombers get +1 armour until the end of the turn.
The selected units may only get the appropriate bonus once per turn.
Don’t put the chips back in their containers. You can only use each chip one time.
The War at Sea part
Set up the map as normal, and determine with your opponent which Island(s) is to be contested. In order to land your forces on an island, the ships containing the land forces must be adjacent to the Island sector. If there is an established defender on the land mass, you can also use my Shore Landing Scenario to perform the actual landing. But you must further divide your forces amongst the landing craft.
If any unit that is carrying ground forces gets destroyed, you loose all the embarked ground forces as well.
The AAM part
If both players are contesting the land mass, play out on a standard map. If there is an established defender, play the game as a landing scenario.
Mixing all three mini games
There are a couple secnarios that you can play that can integrate all three games into one. The easiest is an amphibious assault. First, decide if both players are going to fight over a land mass, or if one player will be defending the land and the other attacking.
Build your forces following these steps:
1) Build War at Sea fleets of equal size. Auxiliary points don’t count towards your overall points total, but you can only have 15% of your points total to use for auxilliary ships. (100 pt fleet would give you 15 pts to use on auxiliaries) If you go over the 15%, it will count against your fleet total. Warships or aircraft capable of carrying land units count towards the Fleet size, not the auxiliary size.
Allied units that can carry ground forces:
Indianapolis Secret Cargo 6
Emile Bertin, Casabianca Secret Cargo 4
Pluton, LST Landing 5
Krasnyi Kavkaz, Krasnyi Krym, Taskent, York Landing 3
Vospers Torpedo boat Land Cargo 2
Queen Mary Troop Transport 8
American Victory (can be used by all allies) Vital Cargo 8
Jeremiah O’Brien (can be used by all allies) Vital Cargo 6
Axis units that can carry groud forces:
JU 52 (soldiers only) Paratroopers 2
Blucher, Konigsburg, Nagara Landing 3
Nagatsuki Tokyo Express 2
Oceania Troop Transport 5
T1 Landing Ship Landing 5
Kinai Maru (can be used by all axis) Vital Cargo 8
Daihatsu Landing Craft (can be used by all axis and allies) Beach Landing 3
Each point of cargo capacity will give you 6 points towards your army build and can carry:
1 Tank = 3 points of capacity
1 Artillery, 1 vehicles = 1 point of capacity
2 Soldiers = 1 point of capacity
2) Build your land army using the points total from the capcity slots from your fleet. Bear in mind the restrictions on how much you can put on each ship. On a piece of paper, write the names of each ship and what land forces they’re carrying. Aircraft use points, but don’t have to be listed on a ship. If there is already an established defender on the land mass, that player gets 75% of the points total of the attacker.
3) Build 100 pt air forces using planes as close as possible to the ones you selected in the War at Sea and AAM builds. Read the AAAF game rules below to see what types of planes you’ll need
Play out the AAAF scenarios first, then the War at Sea component, then the AAM part.
AAAF to AAM
Set up an AAAF map as normal and place two targets on opposite sides. Each Player defends one target and attacks the other. For every sucessful strafe or dive bomb, you earn a chip. When you play the AAM game, you must spend a chip to place an aircraft in the Flight Phase. Play till all planes from one side are destroyed.
AAAF to War At Sea
Set up 3 containers labeled Fighters, Bombers and Flak. Also make a number of chips labeled “Axis” and “Allies.”
Decide who is the attacker and who is the defender. The Attacker gets at least 2 fighters and 1 bomber. The defender gets at least two fighters. The defender places a target on any sector on the map, but must not be close enough to the edge that a bomber can’t turn out after a bomb run. Use the Flak rules from the rule book.
Every time a fighter damages a plane, that side gets a chip in the Fighter container
Every time a bomber makes a successful bomb run, the attacker gets a chip in the Bomber container
Every time the Flak scores a hit, the defender gets a chip in the Flak bag
Play the AAAF match until all the planes on one side are destroyed, then play a new game with the attacking and defending roles reversed.
In the War at Sea game, play as normal. At the end of the Air Mission phase, you may select one friendly fighter. Remove a chip from your fighter container and that fighter gets one extra die this turn. You may select up to two fighters per turn. You may also select one Ship per turn to get 1 extra die from the Flak container.
You may also select up to two Bombers in the Air Mission Phase, however, bombers get +1 armour until the end of the turn.
The selected units may only get the appropriate bonus once per turn.
Don’t put the chips back in their containers. You can only use each chip one time.
The War at Sea part
Set up the map as normal, and determine with your opponent which Island(s) is to be contested. In order to land your forces on an island, the ships containing the land forces must be adjacent to the Island sector. If there is an established defender on the land mass, you can also use my Shore Landing Scenario to perform the actual landing. But you must further divide your forces amongst the landing craft.
If any unit that is carrying ground forces gets destroyed, you loose all the embarked ground forces as well.
The AAM part
If both players are contesting the land mass, play out on a standard map. If there is an established defender, play the game as a landing scenario.