Post by Fear God & Dreadnought! on Aug 11, 2017 3:50:10 GMT
Here were several house rules I created a few months ago that I forgot to share (I made these primarily for Pacific Theatre games):
Carrier rules:
All carrier-based bombers must spend one full turn rearming after spending ordnance in an attack. If an aircraft is aborted without performing its attack, it may be deployed next turn as normal.
All land-based bombers must spend two full turns rearming after spending ordnance in an attack. Fighters only need to spend one full turn at the land airbase.
Whenever a carrier receives damage while rearming aircraft, roll a die for each squadron aboard. Carriers and their aircraft suffer the following effects (depending on nationality):
USN: on a 5+, the squadron is destroyed. After rolling a die for all squadrons, roll another die for each squadron destroyed. On a 5+, suffer one additional point of hull damage. If two sixes are rolled, the carrier is destroyed along with all aircraft aboard.
RN: on a 6, the squadron is destroyed. After rolling a die for all squadrons, roll another die for each squadron destroyed. On a 6, suffer one additional point of hull damage. If two sixes are rolled, the carrier is destroyed along with all aircraft aboard.
IJN: on a 4+, the squadron is destroyed. After rolling for all squadrons, roll another die for each squadron destroyed. On a 4+, suffer one additional point of hull damage. If one six is rolled, the carrier is destroyed along with all aircraft aboard.
(note: another idea would be to lower the vital armor of a carrier while it is rearming aircraft)
Torpedo Rules:
All units, unless otherwise stated, can fire only one torpedo salvo per game.
Japanese heavy cruisers and destroyers with the LL SA (more research pending for specific units) can reload their tubes once per game in one of the following ways:
a.) if the unit spends one full turn without being fired upon
b.) after three full turns (four if damaged; a unit cannot reload torpedoes if crippled).
c.) All LL torpedo attacks hit on a 5+, to reflect their high speed and low profile (due to oxygen propulsion).
3. If an eligible unit chooses to reload its torpedo tubes (this must be stated before reloading time begins), the unit’s vital armor is reduced by 2 until reloading is finished.
Note, I made these very quickly, so they are by no means deeply researched; I also think they are used best on a larger map. Also, I have incorporated ideas from several other WAS custom rulesets, so these are by no means entirely original. All comments welcome!
Carrier rules:
All carrier-based bombers must spend one full turn rearming after spending ordnance in an attack. If an aircraft is aborted without performing its attack, it may be deployed next turn as normal.
All land-based bombers must spend two full turns rearming after spending ordnance in an attack. Fighters only need to spend one full turn at the land airbase.
Whenever a carrier receives damage while rearming aircraft, roll a die for each squadron aboard. Carriers and their aircraft suffer the following effects (depending on nationality):
USN: on a 5+, the squadron is destroyed. After rolling a die for all squadrons, roll another die for each squadron destroyed. On a 5+, suffer one additional point of hull damage. If two sixes are rolled, the carrier is destroyed along with all aircraft aboard.
RN: on a 6, the squadron is destroyed. After rolling a die for all squadrons, roll another die for each squadron destroyed. On a 6, suffer one additional point of hull damage. If two sixes are rolled, the carrier is destroyed along with all aircraft aboard.
IJN: on a 4+, the squadron is destroyed. After rolling for all squadrons, roll another die for each squadron destroyed. On a 4+, suffer one additional point of hull damage. If one six is rolled, the carrier is destroyed along with all aircraft aboard.
(note: another idea would be to lower the vital armor of a carrier while it is rearming aircraft)
Torpedo Rules:
All units, unless otherwise stated, can fire only one torpedo salvo per game.
Japanese heavy cruisers and destroyers with the LL SA (more research pending for specific units) can reload their tubes once per game in one of the following ways:
a.) if the unit spends one full turn without being fired upon
b.) after three full turns (four if damaged; a unit cannot reload torpedoes if crippled).
c.) All LL torpedo attacks hit on a 5+, to reflect their high speed and low profile (due to oxygen propulsion).
3. If an eligible unit chooses to reload its torpedo tubes (this must be stated before reloading time begins), the unit’s vital armor is reduced by 2 until reloading is finished.
Note, I made these very quickly, so they are by no means deeply researched; I also think they are used best on a larger map. Also, I have incorporated ideas from several other WAS custom rulesets, so these are by no means entirely original. All comments welcome!