Post by Swizzle on Aug 1, 2017 14:03:42 GMT
We playtested some rules we had spoken about for awhile locally, and ended up having a fun game. We wanted to "spice up" the game just a little, and would like feedback from others. Here's how it worked (you need extra markers) or something, but you may well find it's worth it. To keep things simple, both fire and flooding work exactly the same way, yet are separate! <lol>
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When you roll an attack, roll 2 extra d6. In real-life, have them be a color other than your attack dice. Online, roll 2 more die and count the last two ONLY for this, not for "successes" or "hits". If those 2 extra die match (you rolled doubles), you cause either "fire" (Online, use a red dot after ship name to represent each fire.) or "flooding" (Online, use a blue dot after ship name to represent each flood.) Yes, even if you did no hull points of damage. This represents doing so little damage that a hit point is not taken away, yet you did start a fire or breech the hull in a minor way causing flooding.
Fire can be caused by: Bombs, Strafing, Gunnery, AA.
Flooding can be caused by: Torpedoes, ASW.
(Note that any and all attacks are involved.)
At the end of the Air Return phase, for each Fire/Flooding marker on any ship, roll a die. (Some units may have multiple markers.)
- On a 1, you take 1 HP of damage and the condition continues.
- On a 2-3, nothing happens this turn and the condition persists at least until next turn.
- On a 4-6, you fix the condition without taking any damage and remove the marker.
Any damage so taken occurs at the end of the air return phase.
The maximum damage any unit can take in one turn, is 2. (One from fire, one from flooding.) Even if you have 4 fires, and roll 4 1's, you only take 1 point of damage, and all 4 conditions persist.
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Looking forward to discussion and possible fine-tuning on this! (Originally, a roll of 2-4 nothing happened, and we changed it to 2-3 because some ships had 6 fires/floods on them!)
Note: I just moved this from old forum on 1 August, and there several people talked about the fun they had using these rules. They work best on smaller games!
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When you roll an attack, roll 2 extra d6. In real-life, have them be a color other than your attack dice. Online, roll 2 more die and count the last two ONLY for this, not for "successes" or "hits". If those 2 extra die match (you rolled doubles), you cause either "fire" (Online, use a red dot after ship name to represent each fire.) or "flooding" (Online, use a blue dot after ship name to represent each flood.) Yes, even if you did no hull points of damage. This represents doing so little damage that a hit point is not taken away, yet you did start a fire or breech the hull in a minor way causing flooding.
Fire can be caused by: Bombs, Strafing, Gunnery, AA.
Flooding can be caused by: Torpedoes, ASW.
(Note that any and all attacks are involved.)
At the end of the Air Return phase, for each Fire/Flooding marker on any ship, roll a die. (Some units may have multiple markers.)
- On a 1, you take 1 HP of damage and the condition continues.
- On a 2-3, nothing happens this turn and the condition persists at least until next turn.
- On a 4-6, you fix the condition without taking any damage and remove the marker.
Any damage so taken occurs at the end of the air return phase.
The maximum damage any unit can take in one turn, is 2. (One from fire, one from flooding.) Even if you have 4 fires, and roll 4 1's, you only take 1 point of damage, and all 4 conditions persist.
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Looking forward to discussion and possible fine-tuning on this! (Originally, a roll of 2-4 nothing happened, and we changed it to 2-3 because some ships had 6 fires/floods on them!)
Note: I just moved this from old forum on 1 August, and there several people talked about the fun they had using these rules. They work best on smaller games!