Post by ticat1 on Mar 30, 2017 22:54:38 GMT
This is a ruleset I made for part of a campaign setting I'm making. I've only tried it once, so please feel free to try it out and tell me how it works.
I'm also looking at how it works as a stand alone scenario, but I can't figure out how the points ratio should work for attacker vs defender. In a campaign, it wouldn't matter cause you buy whatever. Thinking along the lines of the convoy where the attacker gets three quarters the points of the defender.
Shore Battles
Use the Battle Map edges as the deployment zones. Row A for the attacker and Row G for the defender.
Movement is reduced by 1. Speed 1 units move every other turn.
For determining range, count every other sector.
Battleships are restricted to Row A and cannot move any further inland.
Cruisers are restricted to Row A, B and C.
Destroyers and Auxiliaries are restricted to A, B, C, D and E.
Destroyer Escorts, MTBs and Landing Craft are restricted to A, B, C, D, E, F and G2, 4, 6, 8, 10.
The shoreline is Row G1, 3, 5, 7, 9, 11 and Row H
Attacker uses Convoy Ships as troop ships. At any point on their movement inland, the Convoy Ships may launch their Landing Ships (universally use Daihatsu Landing Craft) during the Sea Movement Phase. Launching Landing Ships counts as their movement for that turn. The Landing craft may not move the turn they are launched. Attacker gets two bases of Landing Craft per Convoy Ship. Landing Craft ignore stacking limits.
LST units count as two stands of Landing Craft when they become available and they have no restrictions on movement.
To win, the attacker must land over 50% of the possible Landing Craft brought to the battle.
Attacker may only use Carrier based aircraft that get a rearming counter every turn they are brought back to the Carrier. The Carrier itself is never placed on the map and is free from harm for this battle.
Defender can use the Land Air Base as per it’s listed capacity. No rearming counters are placed
Each map section can have 3 installations and a 7 cap land air base
BLOCK HOUSE 5PTS
0 1 2 3
Main Guns 1 1 0 0
AA 0
A 4 VA 9 HP 3
Fixed Position: Whenever this unit takes damage, roll a die. On a 4 or higher, this damage is prevented, but this unit is unable to fire next turn.
LIGHT SHORE BATTERY 8PTS
0 1 2 3
Main Guns 5 5 4 0
AA 4
A 3 VA 7 HP 2
Fixed Position: Whenever this unit takes damage, roll a die. On a 4 or higher, this damage is prevented, but this unit is unable to fire next turn.
RADAR
A 1 VA 6 HP 2
RADAR: If an engagement occurs within 2 Sea Zones of a base with Radar, the controller of the Radar automatically deploys second and wins initiative on the first turn of the battle. If both players have a Radar within 2 Sea Zones, each rolls a die. Whoever wins the roll off, gets to choose second deployment or first round initiative. The other player gets the remaining benefit.
ANTI AIRCRAFT GUN 5PTS
0 1 2 3
AA 2 0 0 0
A 1 VA 6 HP 2
DOCK/REPAIR FACILITY
The Dock is 2x3 sectors and at least 3 of the sectors have to be in water. Ships of any size may be in the dock, but they cannot move. You may build up to two installations on the land part of the Dock. Each dock section has the following values:
A 3 VA 14 HP 4
I'm also looking at how it works as a stand alone scenario, but I can't figure out how the points ratio should work for attacker vs defender. In a campaign, it wouldn't matter cause you buy whatever. Thinking along the lines of the convoy where the attacker gets three quarters the points of the defender.
Shore Battles
Use the Battle Map edges as the deployment zones. Row A for the attacker and Row G for the defender.
Movement is reduced by 1. Speed 1 units move every other turn.
For determining range, count every other sector.
Battleships are restricted to Row A and cannot move any further inland.
Cruisers are restricted to Row A, B and C.
Destroyers and Auxiliaries are restricted to A, B, C, D and E.
Destroyer Escorts, MTBs and Landing Craft are restricted to A, B, C, D, E, F and G2, 4, 6, 8, 10.
The shoreline is Row G1, 3, 5, 7, 9, 11 and Row H
Attacker uses Convoy Ships as troop ships. At any point on their movement inland, the Convoy Ships may launch their Landing Ships (universally use Daihatsu Landing Craft) during the Sea Movement Phase. Launching Landing Ships counts as their movement for that turn. The Landing craft may not move the turn they are launched. Attacker gets two bases of Landing Craft per Convoy Ship. Landing Craft ignore stacking limits.
LST units count as two stands of Landing Craft when they become available and they have no restrictions on movement.
To win, the attacker must land over 50% of the possible Landing Craft brought to the battle.
Attacker may only use Carrier based aircraft that get a rearming counter every turn they are brought back to the Carrier. The Carrier itself is never placed on the map and is free from harm for this battle.
Defender can use the Land Air Base as per it’s listed capacity. No rearming counters are placed
Each map section can have 3 installations and a 7 cap land air base
BLOCK HOUSE 5PTS
0 1 2 3
Main Guns 1 1 0 0
AA 0
A 4 VA 9 HP 3
Fixed Position: Whenever this unit takes damage, roll a die. On a 4 or higher, this damage is prevented, but this unit is unable to fire next turn.
LIGHT SHORE BATTERY 8PTS
0 1 2 3
Main Guns 5 5 4 0
AA 4
A 3 VA 7 HP 2
Fixed Position: Whenever this unit takes damage, roll a die. On a 4 or higher, this damage is prevented, but this unit is unable to fire next turn.
RADAR
A 1 VA 6 HP 2
RADAR: If an engagement occurs within 2 Sea Zones of a base with Radar, the controller of the Radar automatically deploys second and wins initiative on the first turn of the battle. If both players have a Radar within 2 Sea Zones, each rolls a die. Whoever wins the roll off, gets to choose second deployment or first round initiative. The other player gets the remaining benefit.
ANTI AIRCRAFT GUN 5PTS
0 1 2 3
AA 2 0 0 0
A 1 VA 6 HP 2
DOCK/REPAIR FACILITY
The Dock is 2x3 sectors and at least 3 of the sectors have to be in water. Ships of any size may be in the dock, but they cannot move. You may build up to two installations on the land part of the Dock. Each dock section has the following values:
A 3 VA 14 HP 4