Post by Swizzle on Apr 7, 2017 12:34:33 GMT
Want some variables in the battle you can't control? Want some extra "excitement"? These are tougher Weather Rules that use the standard definitions for "Darkness" and "Concealment" for the sake of simplicity. We have found them to be best for smaller battles, as large battles are slow enough already!
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Before the battle, roll the "Weather Dice". That's the weather throughout the battle.
Roll 2d6:
6, 7, 8 - no weather conditions: It's CAVU (Ceiling And Visibility Unlimited) to the Moon!
9 - High Winds: CV's Launching/Recovering get -1 speed that turn. Landings on CV's use the "Darkness" rules.
5 - Rolling Seas: Use "Darkness" rules for Surface Attack Phase.
10 - Cloud Layers: Use "Darkness" rules for all 4 Air Phases.
4 - Limited Visibility: Use all "Darkness" rules AND all surface units have concealment. (whole board covered in "smoke"!)
3, 11 - Squalls: Roll one die again to see how many, using current rules. (1 or 2 is one; 3 or 4 is two; 5 or 6 is three.)
2, 12 - "Two-fer": Reroll twice. Use both results! (CAVU gets over-ridden by the other result.) (Great idea Solo!)
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Effects of Darkness: (slightly abbreviated, all unchanged from the rulebook).
For Surface Attack Phase: All ASW and Torpedo attacks, as well as the following Gunnery attacks are unaffected:
- Range 0 attacks, attacks on ships that started the phase damaged/crippled.
- However, Extended Range Gunnery attacks can’t be made at all.
- Gunnery attacks at range 1, 2 or 3 take a -1 penalty per die.
- Ships with “Improved Radar”, “Radar Fire Control” or “Radar Solution” special abilities ignore this penalty.
For Air Mission Phase: Make a search check each time you place an air unit. To make a search check, roll a die and check the result:
- Patrol Bomber Succeeds on 3+
- All other aircraft Succeed on 5+
If the search check succeeds, place the unit normally.
If it fails, place the unit with an Aborted marker. It cannot attack nor be attacked this turn.
For Air Defense Phase: All units take a -1 penalty per attack die on AA attacks.
For Air Attack Phase: All Aircraft take a -1 penalty per attack die on Gunnery, Bomb and ASW attacks, they roll one less attack die when making Torpedo attacks.
For Air Return Phase: All non-Patrol Bomber Aircraft roll a die to make a recovery check. On a one, they are destroyed.
Concealment (not part of Darkness, also not changed): A target with “Concealment” is allowed a “concealment roll” to make the attack miss. After a successful attack on a unit, the defender rolls a die. On a 5 or 6, the attack misses. If both are in same sector, the concealment roll succeeds only on a “6”.
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Before the battle, roll the "Weather Dice". That's the weather throughout the battle.
Roll 2d6:
6, 7, 8 - no weather conditions: It's CAVU (Ceiling And Visibility Unlimited) to the Moon!
9 - High Winds: CV's Launching/Recovering get -1 speed that turn. Landings on CV's use the "Darkness" rules.
5 - Rolling Seas: Use "Darkness" rules for Surface Attack Phase.
10 - Cloud Layers: Use "Darkness" rules for all 4 Air Phases.
4 - Limited Visibility: Use all "Darkness" rules AND all surface units have concealment. (whole board covered in "smoke"!)
3, 11 - Squalls: Roll one die again to see how many, using current rules. (1 or 2 is one; 3 or 4 is two; 5 or 6 is three.)
2, 12 - "Two-fer": Reroll twice. Use both results! (CAVU gets over-ridden by the other result.) (Great idea Solo!)
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Effects of Darkness: (slightly abbreviated, all unchanged from the rulebook).
For Surface Attack Phase: All ASW and Torpedo attacks, as well as the following Gunnery attacks are unaffected:
- Range 0 attacks, attacks on ships that started the phase damaged/crippled.
- However, Extended Range Gunnery attacks can’t be made at all.
- Gunnery attacks at range 1, 2 or 3 take a -1 penalty per die.
- Ships with “Improved Radar”, “Radar Fire Control” or “Radar Solution” special abilities ignore this penalty.
For Air Mission Phase: Make a search check each time you place an air unit. To make a search check, roll a die and check the result:
- Patrol Bomber Succeeds on 3+
- All other aircraft Succeed on 5+
If the search check succeeds, place the unit normally.
If it fails, place the unit with an Aborted marker. It cannot attack nor be attacked this turn.
For Air Defense Phase: All units take a -1 penalty per attack die on AA attacks.
For Air Attack Phase: All Aircraft take a -1 penalty per attack die on Gunnery, Bomb and ASW attacks, they roll one less attack die when making Torpedo attacks.
For Air Return Phase: All non-Patrol Bomber Aircraft roll a die to make a recovery check. On a one, they are destroyed.
Concealment (not part of Darkness, also not changed): A target with “Concealment” is allowed a “concealment roll” to make the attack miss. After a successful attack on a unit, the defender rolls a die. On a 5 or 6, the attack misses. If both are in same sector, the concealment roll succeeds only on a “6”.