For us to do an un-official rule book of "expansion" should not be a major problem. It would definitely take a team. I could be organized the same way as the original book.
It could include: - scenarios - our rules on national and theater clubs (and invitations to join) - info on how to play the game online, with info about tools we use to do that - various house rules - our added maps - our added decks - etc.
It could come with a CD, it could be sponsored by an online retailer who would not only sell it, but ... whatever.
Großadmiral Swizzle
Browncoat by fandom; Cossack by blood; American by birth; Virginian/Husband/Father by wife; Libertarian by choice; Human by race; Christian by grace.
Ok here s my share, I originally come from 1/72 scale Napoleonic, and I tried to watch plastic , this might be of topic I still want to make a stand, appearently we have shapeways to proxy ships but at least for me this was never interesting since ships seem to be very expensive incl. shipping to Germany... now the rubble fell after trump s last decision, anyone still following? Great, there s this small/ biggest manufacturer of Russia called Zvezda, they already make proxy s for aam the same size and dozens of other stuff, they couldn t be stopped from selling some proxy’s in 1:1200 for aa, that Avalon failed to do, I m just a entrepreneur that can waste a few k on this, but I feel there s still interest in the game so why don t we ask if we could work out something...cards without ships are just saaad :-(, now it doesn’t have to be Zvezda but since I m in Germany I could contact some Ukraine/russian people to ask for a contact and I know they have decent prices... I Hope i didn t step on anyone s toe since some people here still have contact to Avalon ppl but let me just know if you want me to try to xpand the game for real... Anyhow love the game and the cards.... there s a huge offer on eBay Germany atm btw
And the rulebook/scenario idea sounds great, just include some new maps please, there must be people out there willing to print them if you make them otherwise i ll just ask one of my tenants...
A quick search last night called up a bunch of online companies that will print counter/tile sheets as well as paper or vinyl mats. Or even fold up boards like for board games so there's limitless options for us.
To you from failing hands we throw the torch be yours to hold it high. -In Flanders Fields. John McCrea
And the rulebook/scenario idea sounds great, just include some new maps please, there must be people out there willing to print them if you make them otherwise i ll just ask one of my tenants...
I am getting a custom hex vinly mat from warzone40k to work with the facing rules and kallistra terrain as an alternative to the hotz hex fabric mat. They might be offering it on eBay as buyable option afterwards
I would love thematic maps of malta , gilbratar etc but I don't think maps are as popular with ww2 naval games because most battles take place in the middle of the ocean I think some even consider islands a stretch
Ok it really looks like there's a solid direction this is going in.
Who wants to take the lead?
waratsea4? This is your thread, do you want to take point?
WOW; Thank you for that tacit 1 i think this sort of thing is in good hands with you.
I'll try to explain, i always thought the disconnect was with others, but apparently its me; The thought behind the thread was how the future of Expansion Decks might increase pliability with Capital units; I thought I brought that to light with the pasts concept; especially with Operational and Refit units. I thought some changes in those concepts might be of interest or consideration by the Forum.
Its a hard thing to digest change when things have been been going on as such for this long under strong leadership; I see a lot of desire to redo those Iconic Historical units and I believe if anyone has read me they know I strongly disagree with the past practices. I feel there is to much restriction on potential.
The only thing in my defense if some thought of change is not in order things will end a lot faster for expansion decks than they have to; less the Star Wars syndrome dominates the Game.
Some great Ideas were presented here;;but for me; Scenarios, House Rules, Map Additions, or a neat book with it all enclosed is something I do for myself, its the research and work thats a big part of what I enjoy about the Hobby of Wargaming.
If someones going to commit to creating new content, they can use this. I wroted it will working on Deck E. Its meant to closely replicate the convoy scenario in the rulebook
AMPHIBIOUS SCENARIO DESCRIPTION 1 While complex naval invasions were conducted even in antiquity, 2 the Second World War saw amphibious actions maturing into 3 massive and complex operations undertaken by vast numbers of 4 men and backed with tremendous firepower. Equally the efforts to 5 secure vunerable coast were of a scale never seen before or since.
FLEETS 1 Decide which player is defending the map and which player is 2 trying to capture it. (Flip a coin if you can't decide) The defending 3 player first selects up to 50 points of Installation either as card or 4 from the scenario specific units below and reveal them to the 5 attacker. The attacker then builds in secret a fleet of 100 points and 6 defender in secret builds a fleet up to 100 including the revealed 7 installations. The attacker cannot include installation is his or her 8 fleet. 9 For the purposes of this scenario, any special ability with 10 Landing or Cargo in its title is considered an 11 Amphibious Special Ability
BATTLE MAP: 1 Use the battle map configuration here
(map shows a modified deployment configuration where the unoccupied "middle rank" instead in row 4, everything left of that is defending player submarine and installation deployment zone.)
SETUP 1 The defending player deploys first and chooses one side of the map 2 to set up his or her fleet. You can deploy ships in any sector 3 adjacent to your side of the map. You can deploy submarines 4 anywhere up to the sixth rank away from your edge of the map and 5 installations on any island up to the sixth rank from your edge of 6 the map. You can deploy aircraft with aircraft carriers or at the 7 holding area for your land airbase. The defender can deploy ships 8 in any sector adjacent to his or her edge of the map and submarines 9 in anywhere up to the fourth rank from your edge of the map. You 10 can deploy aircraft with aircraft carriers or in the holding area for 11 your land base.
START PLAYING Refer to page 17 of the 2010 Starter Rulebook
SPECIAL RULES 1 Players score 2 points if they control an island at the end of a turn. 2 An island is controlled if it has friendly installation on it or if there 3 is no installation, you were the last player to use an Amphibious 4 special ability against that island. You can use an amphibious 5 special ability against any island you do not control. You can use 6 an amphibious special ability more than once, but you can only 7 score victory points once for each unit. 8 If you opponent used a amphibious special ability against and island you control, even if it failed. You do not score any points for that island this turn.
WINNING THE SCENARIO 1 You win the invasion scenario when you score 150 points. You 2 score points equal to the cost of an enemy unit when you destroy it. 3 A player can score 2 points for each island you control at the end 4 of the turn. At the end of turn 15, if neither player has reached 150 5 points, the player with the most points is the winner.
SCENARIO SPECIFIC UNITS All the installations for this scenario have the same stat values. They are are only intended for this scenario. ----------------------------------------------------------------------------------- 1939 (8) Installation MG 3-2-2 AA 5 A3 V9 H3 Installation 8 Coastal Facility ----------------------------------------------------------------------------------- but unique 2 special abilities, one basic ability specific to the unit, and one that will support adjacent installations
Surface Radar Installation Extended Range 3 Advanced Fire ControlWhen undamaged, this unit and adjacent installations have +1 attack dice wen making gunnery and enemy ships -1 on concealment rolls when targeted by them.
Warning Radar Installation Early Warning Radar-> Defensive Director (as fighter umbrella but moves the fighter over any friendly installation)
Emergency Airstrip Emergency Airstrip Once per turn you may attempt to recover 1 friendly aircraft destroyed by means other than enemy anti-air attacks. If you do, roll 1 dice, on a 5 or 6 return the aircraft to your land airbase with 1 rearming marker Modified Supply Run (repair 1 h/p on an adjacent installation OPG
Satellite AA Battery Expert Anti-Air-> Installation Guard->
Submarine Depot Vector Submarine 3 Subpen For each friendly installation adjacent to this unit select a friendly Submarine within range 2. That submarine ignores the ASW Harrassment penalty of the first air attack against them each turn.
Shore Defences Disrupt Landing->/ Small Port (Mines) Fortify Adjacent friendly installations get +1 armour and +2 to the Installation.
Along these lines, one thing that I'd really like to see is the scenarios and house rules thoroughly play tested, edited and cleaned up. Then laid out like a magazine article. Basically making them look professional.
Then we could either sell print offs, or better yet, downloads
I couldn't agree with this more, this game is teaming with realistic details even more so since you guys started all the hard work on all the card sets. But the stock core rules were so drab and underfleshed feeling. Altering/adding rules to add more tactics/realism is the only way to go for me , and having a sort of "HD rules Bible" would go a long way getting people more involved and interested with it.