Post by flakstruk on Aug 15, 2023 4:20:45 GMT
2023 Solo W@S Rules
Victory Conditions: 1000 VPs (Theatre)
Special Rules:
1. Formations
In a single theatre map sector you may have 1 formation. Installation(ports) can have 1 installation formation and 1 ship/submarine formation.
-Patrol: No Flagship : max 50p
-Squadron: Flag 1 : max 100p
-Fleet: Flag 2 : max 200p
1.b Objectives treat HSB as Flag1. An objective formation must reach 50points to be able to deploy a HSB
2. Reinforcements
Theatre VPs can be spent on reinforcements each theatre level turn by both sides
-Enemy force scores VPs equal to theatre turn number, each turn.
-Enemy repairs damage > reinforces formations > adds new units each turn, starting from the weakest.
-Player can deploy a maximum of 1 of any classification in the deployment zone and 1 additional unit with special deployment conditions.
Submarines and ships with conditional deployment abilities on either, neutral map edge.
Ship's with Guardship can deploy in friendly controlled objectives as part of an installation formation.
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 Aircraft/Mine (use t2 roll, 4mine, 5-6aircraft)
2 Sub
3 Sub
4 Destroyer
5 Cruiser
6 Capital Ship
Abilities that grant +1 to concealment are applied to Intel for single units.
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. Air only attacks are a single round.
8. SIMPLIFIED SUB ATTACKS: Both sides roll Initative:
Sub wins: it can roll attack dice equal to its R0 attack in any combination against any ships in the opposing formation. If it scores no hits, it escapes undetected. Otherwise it is subject to ASW
Opponent wins initiative (or a successful submarine attack was made) : formation can make an asw/submerged shot attack by each eligible unit, reducing 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.
9. SIGHTING BONUS: When a previously unidentified formation is detected, the player scores points equal to sighting and formation rolls.
Edit:Rules Refinements for next time.
1. Eliminate fleet size rolls. Intel detects fleets/forces- sighting is of type. No flag required until 50, flag2 from 100
2. Global landbase: player has landbase relative Global VPs (begins 5, +2 at 200, and each additional 100 there after)
3. Player scores 1 RP per intel roll of 1
4. Simple Air-Raids,
All capable aircraft/ships make AA attacks; from highest to lowest attack values against bombers in order of highest armour to lowest.
Unaborted aircraft then attack against ships in movement list order.
Victory Conditions: 1000 VPs (Theatre)
Special Rules:
1. Formations
In a single theatre map sector you may have 1 formation. Installation(ports) can have 1 installation formation and 1 ship/submarine formation.
-Patrol: No Flagship : max 50p
-Squadron: Flag 1 : max 100p
-Fleet: Flag 2 : max 200p
1.b Objectives treat HSB as Flag1. An objective formation must reach 50points to be able to deploy a HSB
2. Reinforcements
Theatre VPs can be spent on reinforcements each theatre level turn by both sides
-Enemy force scores VPs equal to theatre turn number, each turn.
-Enemy repairs damage > reinforces formations > adds new units each turn, starting from the weakest.
-Player can deploy a maximum of 1 of any classification in the deployment zone and 1 additional unit with special deployment conditions.
Submarines and ships with conditional deployment abilities on either, neutral map edge.
Ship's with Guardship can deploy in friendly controlled objectives as part of an installation formation.
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 Aircraft/Mine (use t2 roll, 4mine, 5-6aircraft)
2 Sub
3 Sub
4 Destroyer
5 Cruiser
6 Capital Ship
Abilities that grant +1 to concealment are applied to Intel for single units.
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. Air only attacks are a single round.
8. SIMPLIFIED SUB ATTACKS: Both sides roll Initative:
Sub wins: it can roll attack dice equal to its R0 attack in any combination against any ships in the opposing formation. If it scores no hits, it escapes undetected. Otherwise it is subject to ASW
Opponent wins initiative (or a successful submarine attack was made) : formation can make an asw/submerged shot attack by each eligible unit, reducing 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.
9. SIGHTING BONUS: When a previously unidentified formation is detected, the player scores points equal to sighting and formation rolls.
Edit:Rules Refinements for next time.
1. Eliminate fleet size rolls. Intel detects fleets/forces- sighting is of type. No flag required until 50, flag2 from 100
2. Global landbase: player has landbase relative Global VPs (begins 5, +2 at 200, and each additional 100 there after)
3. Player scores 1 RP per intel roll of 1
4. Simple Air-Raids,
All capable aircraft/ships make AA attacks; from highest to lowest attack values against bombers in order of highest armour to lowest.
Unaborted aircraft then attack against ships in movement list order.