Post by weedsrock2 on May 28, 2017 4:46:46 GMT
Originally posted by jfkziegler
Below you will find version 2.0 of the troop landing rules. Please let me know what you think, and try to poke holes and let me know where I need to make corrections. Thanks!
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Troop-Landing Rules
Version 2.0
Many of the major actions of World War II, such as D-day or Leyte Gulf, were amphibious operations dedicated to landing troops. While the current War at Sea rules work well for fleet actions, they do not necessarily cover these vital operations. The rules presented here attempt to plug that gap for players who are interested in re-creating these historical situations or creating their own. The following rules aren’t used in the Standard, Convoy, or Major Engagement scenarios.
Setting Up: You may play using any standard map. Instead of placing objective tokens, place islands on the spots where the objective tokens would normally be, and place the objective tokens on top of those islands. These islands count as objectives for the scenario, and when they are claimed, score the exact same points as an objective would. In the standard scenario, this means that each island is worth 50 points.
Claiming an Objective: Unlike in the Standard scenario, in these rules objectives are not removed from the board when claimed. An objective is considered claimed by one side when that side is the only side with troops on the objective when the check for victory is made. Objectives, even after they have been claimed, may later revert back to neutral status, or even be claimed by the other side.
Checking for Victory: At the end of each turn, a check for victory is made. Each player counts the total value of enemy ships that they have sunk, the total value of objectives that they have claimed, and any points they have acquired through other special abilities. If their point total exceeds the amount needed to win the scenario, then they win the game. If not, the game continues.
Loading/Unloading Troop Counters: Each side has an unlimited amount of troop counters, which may be loaded onto units in the player’s Ship deployment area. Troop counters are loaded at the beginning of the Sea Movement phase and unloaded at the end of the Sea Movement phase. However, each unit may only load troops up to its capacity. Also, units may not deploy with troops already loaded. Troop counters may be unloaded at any island. All troop counters need not be unloaded at once. A unit that has unloaded troops this turn may not make any attacks except anti-air attacks.
Troop counters have the following characteristics:
Troop Counter
Armour 5
Hull Points 2
Hard to Kill: If this unit has more than one hull point remaining, it cannot be destroyed by a single attack from a Ship or Aircraft no matter how many successes are rolled.
Regroup: At the end of each turn, remove all damage counters from this unit.
Naval Gunfire vs. Troop Combat: Ships may attack troops in an objective sector during the Surface Attack phase, but only using gunnery attacks.
Aircraft vs. Troop Combat: Aircraft may attack troops in an objective sector during the Air Attack phase, but only using bomb or gunnery attacks.
Troop vs. Troop Combat: The Infantry Combat phase occurs immediately after the Surface Combat phase. Troop counters on the same island must attack each other in the Infantry Combat phase. Each player, during his or her attack step, rolls one die for every troop counter they have on the island, and places a face-down destroyed counter next to an enemy troop counter for every 5 or 6 rolled. At the end of the phase, if only one side has troops remaining, it is in control of the island. If both sides have troops remaining, the island is still being fought over. Combat can ensue again next turn.
Ship Capacity: Ship capacity works as follows:
- A unit with the Landing 10 special ability can carry two troop counters.
- A unit with the Vital Cargo ability can carry two troop counters.
- A unit with the Landing 5 ability can carry one troop counter.
- A unit with the Landing 3 ability can carry one troop counter.
- A unit with the Secret Cargo ability can carry one troop counter.
- A unit with the Beach Landing 3 ability can carry one troop counter.
- A unit with the Tokyo Express ability can carry one troop counter.
- A unit with the Evacuate ability can carry one troop counter.
- A unit with the Land Secret Cargo 2 ability can carry one troop counter.
No other units may carry troop counters. If a unit carrying troop counters is sunk, the troop counters are lost, unless the Rescue Operations ability is used (see below).
Special Rules:
- Units do not receive victory points for the Vital Cargo, Secret Cargo, Landing, Beach Landing, Tokyo Express, Evacuate, or Land Secret Cargo special abilities. Units also do not receive victory points for the Rescue Operations special ability.
- If a unit carrying troop counters is destroyed while it's in the same sector as a unit with the special ability Rescue Operations, you may make a Rescue Operations roll. If the Rescue Operations roll is successful, you may place one Troop counter on the unit with Rescue Operations. This ability overrides its normal ship capacity.
- Ships with the special abilities Bombard or Shore Support roll two extra attack dice when making gunnery attacks against troop counters.
- The special ability No Sea Control has no relevance to this format.
Optional Rules:
- When an Auxiliary is destroyed, it is placed back in its owner's ship deployment area. Victory points are still scored for it as normal. If using this rule, Auxiliaries do not count as Ships for purposes of determining whether the "no Ship remaining" bonus applies.
- For faster play, use the base map vertically instead of horizontally. This will allow transports to get to and from the islands faster.
A special thanks to chesty for helping me in the development of these rules! Also, thanks to the_lucky_y, Lt_Vleclopity, Otto von Starkburg, drittal, Greyh Seer, UNC_Samurai, and Diamondback for development assistance.
Updates Log:
Version 1.1:
-added standardized troop transport card
-removed rescue section
-changed section names to include the words Naval Gunfire and Bombers
-added standardized troop counter card and re-wrote combat rules for ships and aircraft
-added phrase preventing unloading ships from engaging in surface combat
-added optional rule for speeded up play
Version 1.2:
-clarified the section not allowing troop counters to be vitaled through adding a SA to the troop counter
-added text disallowing pre-loading troops
-changed the word "ship" to the word "unit" in the loading/unloading rules
-simplified the wording of the naval gunfire and aircraft sections
-changed bomber section name back to aircraft
-shortened the wording the in the Troop vs. Troop Combat section
Version 1.3:
-changed the wording of Hard to Kill SA to make troop counters able to kill other troop counters in one hit
-added optional rule allowing transports to re-spawn
-added Rescue option back in
-clarified that troop counters do not all have to be unloaded at once
-added Regroup ability to the Troop Counters
-clarified that troop combat is at the end of the surface combat phase
Version 1.4:
-clarified that regenerating auxiliaries do not trigger the "no Ship remaining" bonus
-added optional rule allowing Slow 2 to be removed from transport cards
-cleaned up wording on loading and unloading troop counters
-clarified that loading must be done in the Ship deployment area
-changed capacity rules so that only a ship with Landing 10 can carry three troop counters
-changed troop combat to its own separate phase
Version 2.0:
-removed the generic transport
-rewrote the ship capacity section to remove non-standard abilities and include new abilities that have been added since these rules were last updated
-changed the first special rule to bring it in line with the new abilities
-changed Rescue to Rescue Operations to standardize it
-removed the third optional rule as it was irrelevant without the generic transport
Below you will find version 2.0 of the troop landing rules. Please let me know what you think, and try to poke holes and let me know where I need to make corrections. Thanks!
---
Troop-Landing Rules
Version 2.0
Many of the major actions of World War II, such as D-day or Leyte Gulf, were amphibious operations dedicated to landing troops. While the current War at Sea rules work well for fleet actions, they do not necessarily cover these vital operations. The rules presented here attempt to plug that gap for players who are interested in re-creating these historical situations or creating their own. The following rules aren’t used in the Standard, Convoy, or Major Engagement scenarios.
Setting Up: You may play using any standard map. Instead of placing objective tokens, place islands on the spots where the objective tokens would normally be, and place the objective tokens on top of those islands. These islands count as objectives for the scenario, and when they are claimed, score the exact same points as an objective would. In the standard scenario, this means that each island is worth 50 points.
Claiming an Objective: Unlike in the Standard scenario, in these rules objectives are not removed from the board when claimed. An objective is considered claimed by one side when that side is the only side with troops on the objective when the check for victory is made. Objectives, even after they have been claimed, may later revert back to neutral status, or even be claimed by the other side.
Checking for Victory: At the end of each turn, a check for victory is made. Each player counts the total value of enemy ships that they have sunk, the total value of objectives that they have claimed, and any points they have acquired through other special abilities. If their point total exceeds the amount needed to win the scenario, then they win the game. If not, the game continues.
Loading/Unloading Troop Counters: Each side has an unlimited amount of troop counters, which may be loaded onto units in the player’s Ship deployment area. Troop counters are loaded at the beginning of the Sea Movement phase and unloaded at the end of the Sea Movement phase. However, each unit may only load troops up to its capacity. Also, units may not deploy with troops already loaded. Troop counters may be unloaded at any island. All troop counters need not be unloaded at once. A unit that has unloaded troops this turn may not make any attacks except anti-air attacks.
Troop counters have the following characteristics:
Troop Counter
Armour 5
Hull Points 2
Hard to Kill: If this unit has more than one hull point remaining, it cannot be destroyed by a single attack from a Ship or Aircraft no matter how many successes are rolled.
Regroup: At the end of each turn, remove all damage counters from this unit.
Naval Gunfire vs. Troop Combat: Ships may attack troops in an objective sector during the Surface Attack phase, but only using gunnery attacks.
Aircraft vs. Troop Combat: Aircraft may attack troops in an objective sector during the Air Attack phase, but only using bomb or gunnery attacks.
Troop vs. Troop Combat: The Infantry Combat phase occurs immediately after the Surface Combat phase. Troop counters on the same island must attack each other in the Infantry Combat phase. Each player, during his or her attack step, rolls one die for every troop counter they have on the island, and places a face-down destroyed counter next to an enemy troop counter for every 5 or 6 rolled. At the end of the phase, if only one side has troops remaining, it is in control of the island. If both sides have troops remaining, the island is still being fought over. Combat can ensue again next turn.
Ship Capacity: Ship capacity works as follows:
- A unit with the Landing 10 special ability can carry two troop counters.
- A unit with the Vital Cargo ability can carry two troop counters.
- A unit with the Landing 5 ability can carry one troop counter.
- A unit with the Landing 3 ability can carry one troop counter.
- A unit with the Secret Cargo ability can carry one troop counter.
- A unit with the Beach Landing 3 ability can carry one troop counter.
- A unit with the Tokyo Express ability can carry one troop counter.
- A unit with the Evacuate ability can carry one troop counter.
- A unit with the Land Secret Cargo 2 ability can carry one troop counter.
No other units may carry troop counters. If a unit carrying troop counters is sunk, the troop counters are lost, unless the Rescue Operations ability is used (see below).
Special Rules:
- Units do not receive victory points for the Vital Cargo, Secret Cargo, Landing, Beach Landing, Tokyo Express, Evacuate, or Land Secret Cargo special abilities. Units also do not receive victory points for the Rescue Operations special ability.
- If a unit carrying troop counters is destroyed while it's in the same sector as a unit with the special ability Rescue Operations, you may make a Rescue Operations roll. If the Rescue Operations roll is successful, you may place one Troop counter on the unit with Rescue Operations. This ability overrides its normal ship capacity.
- Ships with the special abilities Bombard or Shore Support roll two extra attack dice when making gunnery attacks against troop counters.
- The special ability No Sea Control has no relevance to this format.
Optional Rules:
- When an Auxiliary is destroyed, it is placed back in its owner's ship deployment area. Victory points are still scored for it as normal. If using this rule, Auxiliaries do not count as Ships for purposes of determining whether the "no Ship remaining" bonus applies.
- For faster play, use the base map vertically instead of horizontally. This will allow transports to get to and from the islands faster.
A special thanks to chesty for helping me in the development of these rules! Also, thanks to the_lucky_y, Lt_Vleclopity, Otto von Starkburg, drittal, Greyh Seer, UNC_Samurai, and Diamondback for development assistance.
Updates Log:
Version 1.1:
-added standardized troop transport card
-removed rescue section
-changed section names to include the words Naval Gunfire and Bombers
-added standardized troop counter card and re-wrote combat rules for ships and aircraft
-added phrase preventing unloading ships from engaging in surface combat
-added optional rule for speeded up play
Version 1.2:
-clarified the section not allowing troop counters to be vitaled through adding a SA to the troop counter
-added text disallowing pre-loading troops
-changed the word "ship" to the word "unit" in the loading/unloading rules
-simplified the wording of the naval gunfire and aircraft sections
-changed bomber section name back to aircraft
-shortened the wording the in the Troop vs. Troop Combat section
Version 1.3:
-changed the wording of Hard to Kill SA to make troop counters able to kill other troop counters in one hit
-added optional rule allowing transports to re-spawn
-added Rescue option back in
-clarified that troop counters do not all have to be unloaded at once
-added Regroup ability to the Troop Counters
-clarified that troop combat is at the end of the surface combat phase
Version 1.4:
-clarified that regenerating auxiliaries do not trigger the "no Ship remaining" bonus
-added optional rule allowing Slow 2 to be removed from transport cards
-cleaned up wording on loading and unloading troop counters
-clarified that loading must be done in the Ship deployment area
-changed capacity rules so that only a ship with Landing 10 can carry three troop counters
-changed troop combat to its own separate phase
Version 2.0:
-removed the generic transport
-rewrote the ship capacity section to remove non-standard abilities and include new abilities that have been added since these rules were last updated
-changed the first special rule to bring it in line with the new abilities
-changed Rescue to Rescue Operations to standardize it
-removed the third optional rule as it was irrelevant without the generic transport