Post by flakstruk on May 6, 2018 0:23:34 GMT
Playtest of draft rules, UK v Germany,
Year Limit 1942
Fleets
Fleet Lists Before you can build your fleet, you need a list of units availble to you. You and your opponent might use just use the units you have, or replicate a historical order of battle. What ever you use, organise the units in alphabetical order.
Fleet lists should be at least twice as large, in points, as the fleet your building and include all kinds of unit. Good and bad. You might just use all the units available for a given year or country.
docs.google.com/spreadsheets/d/1QJDI2WNyqI_JRcj-u_C9BRIrYTXT3TDSXwpe63c4uWQ/edit?usp=sharing
Once youve got your Fleet Lists, you can randomly build a fleet. Starting at the top, roll a die. Counting down you list the result gives you your first unit. Continue rolling until you reach 100 points. If a result selects a unit that will cause you to exceed 100, instead select the next unit you have that will bring you to 100.
You can use larger fleets if desired, you'll need a larger fleet list to accomodate it however
Game Map:
Theatre Map:
(2x2 standard maps overlaid onto theatre)
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 if you were playing a 100 point battle under normal rules. 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. In addition to getting you closer to victory, you can use them to buy reinforcements.
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
Year Limit 1942
Foreword: Naval Battles were seldom for in isolation, rather 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 Before you can build your fleet, you need a list of units availble to you. You and your opponent might use just use the units you have, or replicate a historical order of battle. What ever you use, organise the units in alphabetical order.
Fleet lists should be at least twice as large, in points, as the fleet your building and include all kinds of unit. Good and bad. You might just use all the units available for a given year or country.
docs.google.com/spreadsheets/d/1QJDI2WNyqI_JRcj-u_C9BRIrYTXT3TDSXwpe63c4uWQ/edit?usp=sharing
Once youve got your Fleet Lists, you can randomly build a fleet. Starting at the top, roll a die. Counting down you list the result gives you your first unit. Continue rolling until you reach 100 points. If a result selects a unit that will cause you to exceed 100, instead select the next unit you have that will bring you to 100.
You can use larger fleets if desired, you'll need a larger fleet list to accomodate it however
Game Map:
Theatre Map:
(2x2 standard maps overlaid onto theatre)
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 if you were playing a 100 point battle under normal rules. 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. In addition to getting you closer to victory, you can use them to buy reinforcements.
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