Post by flakstruk on Jun 21, 2023 5:05:20 GMT
Theatre: Solomons/Coral Sea custom map
Victory Conditions: 1000 VPs
Sides: Allies (Active) Japan (Scripted Enemy)
Special Rules:
1. Formations
-Patrol: No Flagship : max 50p
-Squadron: Flag 1 : max 100p
-Fleet: Flag 2 : max 200p
2. Reinforcements
-VPs can be spent on reinforcements
-Enemy force scores VPs equal to theatre turn number, each turn.
-Enemy repairs damage > reinforces taskgroups > adds new units each turn, starting from the weakest
3. Enemy Random Scripting
From the formation closest to enemy deployment, make rolls to determine enemy contact.
-The first roll in the order has an inherent -1
TABLE 1 (INTEL)
1 Contact: Go to table 2
2 Sighting: -1 on next roll
3+ No Sighting
TABLE 2 (SIGHTINGS)
1-3 No Contact
4 Patrol
5 Squadron
6 Fleet
TABLE 3 (FORMATION)
1 Sub
2 Sub
3 Convoy
4 Cruiser
5 Carrier
6 Battleship
4. Bonus Victory Points can be scored once per objective on main map but in each local combat
5. Mines persist on the main map until they have a Formation Roll. Mines are rolled for all ships then the mines marker is removed.
6. Units are intended to be Unique. Unless there is no alternative of similar type (ie carrier planes) or specifuc role that can't be duplicated.
7. Concealment Abilities add +1 to Intel Rolls for single ships.
8. Mines are persistent. In the intel phase they are rolled as a formation until a failed intel roll.
9. Air only attacks end when the attacking force is unable to place a unit in the air placement phase.
10. SIMPLIFIED SUB ATTACKS: Both sides roll
Initative
Sub wins: it can roll attack dice equal to its R0 attack in any combinaation against any ships in the opposing formation. If it scores o hits, it escapes undetected. Otherwise it is subject to ASW
Opponent wins initative (or a succesful submarine attack was made) : formation can make an asw/submerged shot attack by each eligible unit, reduci g y 1 attack die for each subsequent attack, until:
Sub is destroyed.
All eligible attacks are made
Eligible attacks are reduced to 0 die by subsequent attack penalty.
If a sub survives ASW and hasn't attacked it may then do so.
11. SPECIAL DEPLOYMENT:
Submarines, ships with abilities that allow modified deployment may deploy along the non deployment-zone map edges.
Guardship may also be deployed to objectives when other ships enter that sector on the previous turn.
ISP Modified by James Coventry, on Flickr
CoralSea_zps410befa7 by James Coventry, on Flickr
Victory Conditions: 1000 VPs
Sides: Allies (Active) Japan (Scripted Enemy)
Special Rules:
1. Formations
-Patrol: No Flagship : max 50p
-Squadron: Flag 1 : max 100p
-Fleet: Flag 2 : max 200p
2. Reinforcements
-VPs can be spent on reinforcements
-Enemy force scores VPs equal to theatre turn number, each turn.
-Enemy repairs damage > reinforces taskgroups > adds new units each turn, starting from the weakest
3. Enemy Random Scripting
From the formation closest to enemy deployment, make rolls to determine enemy contact.
-The first roll in the order has an inherent -1
TABLE 1 (INTEL)
1 Contact: Go to table 2
2 Sighting: -1 on next roll
3+ No Sighting
TABLE 2 (SIGHTINGS)
1-3 No Contact
4 Patrol
5 Squadron
6 Fleet
TABLE 3 (FORMATION)
1 Sub
2 Sub
3 Convoy
4 Cruiser
5 Carrier
6 Battleship
4. Bonus Victory Points can be scored once per objective on main map but in each local combat
5. Mines persist on the main map until they have a Formation Roll. Mines are rolled for all ships then the mines marker is removed.
6. Units are intended to be Unique. Unless there is no alternative of similar type (ie carrier planes) or specifuc role that can't be duplicated.
7. Concealment Abilities add +1 to Intel Rolls for single ships.
8. Mines are persistent. In the intel phase they are rolled as a formation until a failed intel roll.
9. Air only attacks end when the attacking force is unable to place a unit in the air placement phase.
10. SIMPLIFIED SUB ATTACKS: Both sides roll
Initative
Sub wins: it can roll attack dice equal to its R0 attack in any combinaation against any ships in the opposing formation. If it scores o hits, it escapes undetected. Otherwise it is subject to ASW
Opponent wins initative (or a succesful submarine attack was made) : formation can make an asw/submerged shot attack by each eligible unit, reduci g y 1 attack die for each subsequent attack, until:
Sub is destroyed.
All eligible attacks are made
Eligible attacks are reduced to 0 die by subsequent attack penalty.
If a sub survives ASW and hasn't attacked it may then do so.
11. SPECIAL DEPLOYMENT:
Submarines, ships with abilities that allow modified deployment may deploy along the non deployment-zone map edges.
Guardship may also be deployed to objectives when other ships enter that sector on the previous turn.
ISP Modified by James Coventry, on Flickr
CoralSea_zps410befa7 by James Coventry, on Flickr