Ground Combat / Amphibious Invasion Houserules
Aug 8, 2021 6:18:56 GMT
CptHellcat, nrnstraswa, and 1 more like this
Post by joshuphigh on Aug 8, 2021 6:18:56 GMT
Hi guys, I went around scavenging the old tapatalk forum and found this from Shinnentai:
And, given that I may be doing a game with this sort of scenario at some point in the future, I thought I'd make a few amendments to these rules and see what you guys have to think about it.
Ground Combat:
There will be different types of ground units, so before any attack is made on a ground unit, the attacking player may declare what unit is being attacked. If no unit is declared, it is assumed the infantry in the sector are targeted. Additionally, any number of ground units may attack together against targeted ground units by just combining their dice pools. This may mean that you put together 4d6 worth of infantry to target an enemy medium armored unit, then use 6d6 worth of infantry and armored to target enemy infantry, in the same sector, in the same turn. If an armored unit is targeted and more successes are made than needed, the additional successes will count against infantry in the sector. (Alternatively, armored units could "shield" friendly infantry while they are targeted)
Ground Units:
Medium Armored Unit - Represented by M4 Sherman for US and Chi-Nu for Japan - Can be deployed via "Landing X" ability on friendly land sectors or by either "Landing X" or "Vital Cargo X" abilities on land sectors where there is a port or something else that would justify landing a 30-ton vehicle under fire. Can be loaded back onto transport when under the same circumstances. Costs 4 of the "Landing Points" to deploy from a unit. - Rolls 3d6 when attacking and requires 3 successes to destroy via ground units, requires 8 to destroy via bombardment.
Light Armored Unit - Represented by M3 Stuart for US and Chi-Ha for Japan - Can be deployed via "Landing X" ability on friendly land sectors or by either "Landing X" or "Vital Cargo X" abilities on land sectors where there is a port or something else that would justify landing a 15-ton vehicle under fire. Can be loaded back onto transport when under the same circumstances. Costs 2 of the "Landing Points" to deploy from a unit. - Rolls 2d6 when attacking and requires 2 successes to destroy via ground units, requires 6 to destroy via bombardment.
Amphibious Armored Unit - Represented by LVT for US and Ka-Chi for Japan - Can be deployed via "Landing X" Ability on any land sectors or by either "Landing X" or "Vital Cargo X" abilities on land sectors where there is a port or something else that would justify landing a 15-ton vehicle under fire. Can be loaded back onto transport when under the same circumstances. Costs 3 of the "Landing Points" to deploy from a unit. - Rolls 2d6 when attacking and requires 2 successes to destroy via ground units, requires 6 to destroy via bombardment.
Infantry - Can be deployed via any of the landing abilities. Costs 1 of the "Landing Points" to deploy for a unit. - Rolls 1d6 when attacking and requires 1 success to destroy via ground units, requires 4 to destroy via bombardment.
Other Rules:
Alternate Payloads - Units like the TBF Avenger can make their "Alternate Payload" bomb attacks against ground units and installations more than once per game. Use against Naval units is still once per game.
Installations - At the end of the turn, if one player's installation has unopposed enemy ground units in its sector, these units may invade the instillation. Apply those units' collective value in landing points to the roll to destroy the installation.
Temporary Port - Using 3 of its landing points, a ship with the "landing" special ability may place a temporary port on a land sector that has no enemy units on it. This will allow the landing of medium and light armored units the following turn.
Conclusion:
Of course, the original intent of Shinn's rules were to keep it simple, but armor was a vital part of island-hopping (and will give me an excuse to have tiny tanks 3d printed and painted as an exclusive WAS player), so I felt like thinking this up, but haven't yet playtested it. Any criticism is welcome.
And, given that I may be doing a game with this sort of scenario at some point in the future, I thought I'd make a few amendments to these rules and see what you guys have to think about it.
Ground Combat:
There will be different types of ground units, so before any attack is made on a ground unit, the attacking player may declare what unit is being attacked. If no unit is declared, it is assumed the infantry in the sector are targeted. Additionally, any number of ground units may attack together against targeted ground units by just combining their dice pools. This may mean that you put together 4d6 worth of infantry to target an enemy medium armored unit, then use 6d6 worth of infantry and armored to target enemy infantry, in the same sector, in the same turn. If an armored unit is targeted and more successes are made than needed, the additional successes will count against infantry in the sector. (Alternatively, armored units could "shield" friendly infantry while they are targeted)
Ground Units:
Medium Armored Unit - Represented by M4 Sherman for US and Chi-Nu for Japan - Can be deployed via "Landing X" ability on friendly land sectors or by either "Landing X" or "Vital Cargo X" abilities on land sectors where there is a port or something else that would justify landing a 30-ton vehicle under fire. Can be loaded back onto transport when under the same circumstances. Costs 4 of the "Landing Points" to deploy from a unit. - Rolls 3d6 when attacking and requires 3 successes to destroy via ground units, requires 8 to destroy via bombardment.
Light Armored Unit - Represented by M3 Stuart for US and Chi-Ha for Japan - Can be deployed via "Landing X" ability on friendly land sectors or by either "Landing X" or "Vital Cargo X" abilities on land sectors where there is a port or something else that would justify landing a 15-ton vehicle under fire. Can be loaded back onto transport when under the same circumstances. Costs 2 of the "Landing Points" to deploy from a unit. - Rolls 2d6 when attacking and requires 2 successes to destroy via ground units, requires 6 to destroy via bombardment.
Amphibious Armored Unit - Represented by LVT for US and Ka-Chi for Japan - Can be deployed via "Landing X" Ability on any land sectors or by either "Landing X" or "Vital Cargo X" abilities on land sectors where there is a port or something else that would justify landing a 15-ton vehicle under fire. Can be loaded back onto transport when under the same circumstances. Costs 3 of the "Landing Points" to deploy from a unit. - Rolls 2d6 when attacking and requires 2 successes to destroy via ground units, requires 6 to destroy via bombardment.
Infantry - Can be deployed via any of the landing abilities. Costs 1 of the "Landing Points" to deploy for a unit. - Rolls 1d6 when attacking and requires 1 success to destroy via ground units, requires 4 to destroy via bombardment.
Other Rules:
Alternate Payloads - Units like the TBF Avenger can make their "Alternate Payload" bomb attacks against ground units and installations more than once per game. Use against Naval units is still once per game.
Installations - At the end of the turn, if one player's installation has unopposed enemy ground units in its sector, these units may invade the instillation. Apply those units' collective value in landing points to the roll to destroy the installation.
Temporary Port - Using 3 of its landing points, a ship with the "landing" special ability may place a temporary port on a land sector that has no enemy units on it. This will allow the landing of medium and light armored units the following turn.
Conclusion:
Of course, the original intent of Shinn's rules were to keep it simple, but armor was a vital part of island-hopping (and will give me an excuse to have tiny tanks 3d printed and painted as an exclusive WAS player), so I felt like thinking this up, but haven't yet playtested it. Any criticism is welcome.