Post by Theaetetus on Feb 28, 2021 12:21:43 GMT
Remembering UNCSamurai's scenario generator, which has a special rule about negative initiative for multinational fleets, I wanted to have some more dynamic smoke fleet engagements. It seemed like an interesting idea to have a reverse flotilla leader, that could give a smoke fleet a huge edge. Doctrine seemed like a good name for this kind of extra-unit ability.
Doctrines provide a special ability every turn, with my preferred doctrines (the starred ones), adding a little bit more to initiative without being too much, while the other ones I am less satisfied with, since they usually mimic SAs. I imagine doctrines working in two ways; either costing points based on the scenario level, or each player being allowed one doctrine per game. The latter would require a lot of balancing though...
Thoughts?
*Evasive Doctrine: At the beginning of each turn, before you roll initiative, you may choose to have your initiative bonus subtracted from your initiative roll.
*Torpedo Doctrine: Once per turn, choose one sector that contains friendly destroyers. Each destroyer in the sector gains Flank Speed until the end of the turn.
Night Doctrine: Gain +1 Initiative if you control a unit with the Special Ability Night Fighter. Once per turn, choose a ship that just made a gunnery attack. Reroll that attack. It only scores successes on sixes.
*Air Supremacy Doctrine: Roll two times for initiative. The high result applies during the Air Placement Phase, and the lower in all other phases. Apply your initiative bonus to both rolls.
Surface Raider Doctrine: Once per turn, before the Sea Movement Phase, choose a friendly Battleship or Cruiser. It gains Close Cover until the end of the turn.
Battleship Doctrine: Once per turn, after making a slow roll for a friendly battleship, you may reroll that die.
Coastal Doctrine: Once per turn, at the end of the Sea Movement Phase, choose a friendly ship adjacent to an island sector. That ship has concealment this turn.
*Wolfpack Doctrine: Roll two times for initiative. The high result applies during the Submarine Attack Phase, and the lower in all other phases. Apply your initiative bonus to both rolls.
Screening Doctrine: At the beginning of your Surface Attack step, choose 2 friendly cruisers. They gain Drive Off this turn.
Careful Doctrine: Once per turn, before the Surface Attack Phase, choose a friendly Battleship or Cruiser. It gains Harassing Fire this turn.
Doctrines provide a special ability every turn, with my preferred doctrines (the starred ones), adding a little bit more to initiative without being too much, while the other ones I am less satisfied with, since they usually mimic SAs. I imagine doctrines working in two ways; either costing points based on the scenario level, or each player being allowed one doctrine per game. The latter would require a lot of balancing though...
Thoughts?
*Evasive Doctrine: At the beginning of each turn, before you roll initiative, you may choose to have your initiative bonus subtracted from your initiative roll.
*Torpedo Doctrine: Once per turn, choose one sector that contains friendly destroyers. Each destroyer in the sector gains Flank Speed until the end of the turn.
Night Doctrine: Gain +1 Initiative if you control a unit with the Special Ability Night Fighter. Once per turn, choose a ship that just made a gunnery attack. Reroll that attack. It only scores successes on sixes.
*Air Supremacy Doctrine: Roll two times for initiative. The high result applies during the Air Placement Phase, and the lower in all other phases. Apply your initiative bonus to both rolls.
Surface Raider Doctrine: Once per turn, before the Sea Movement Phase, choose a friendly Battleship or Cruiser. It gains Close Cover until the end of the turn.
Battleship Doctrine: Once per turn, after making a slow roll for a friendly battleship, you may reroll that die.
Coastal Doctrine: Once per turn, at the end of the Sea Movement Phase, choose a friendly ship adjacent to an island sector. That ship has concealment this turn.
*Wolfpack Doctrine: Roll two times for initiative. The high result applies during the Submarine Attack Phase, and the lower in all other phases. Apply your initiative bonus to both rolls.
Screening Doctrine: At the beginning of your Surface Attack step, choose 2 friendly cruisers. They gain Drive Off this turn.
Careful Doctrine: Once per turn, before the Surface Attack Phase, choose a friendly Battleship or Cruiser. It gains Harassing Fire this turn.