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Second World War at Sea: Coral Sea» Forums » Rules

Subject: Dad trying to play game with 16 year-old son.... rss

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Philoneas Paull
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After months of talking about it, we ordered this game and it arrived. We had a pizza and excitedly opened the box. I knew there would be rules. Ben went through them carefully and so we decided to try the simplest scenario they offered. Not the Ops level yet, just battle scenario #1, "Night Action".

We flipped a coin and he took allies. He sets up on the tactical map.
I am axis and have initiative and then set up. 2 ships minimum per hex. so he did 3 in A1 and 4 in one of the surrounding B hexes. I had 5 ships so I had 2 in a hex and 3 in another. We picked an arbitrary direction for his units, headed east?

Now the problem. Movement? Wow. Ships speed from the counters can be 2,3 or 4. But I see nothing about how that correlates to hexes moved. I am looking for some kind of explanation or guidance for the brand new player. NOTHING.
Searched the internet. Nothing. Just BGG.

So we put it all back in the box until we get a clue. Please help. Thanks.
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Joshua Gottesman
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I don't have it in front of me, and if you look at the tactical turn sequence of play, I believe it says which ships move when.
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Philoneas Paull
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I see the 22 impulses and WHEN each side moves but I don't see any correlation to ship's speed number 3 or 3+ to how many hexes it can move on the tactical board.
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Robert Hawkins
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It's been awhile but when a ship moves on the tactical board (i.e., on its impulse), it moves one hex.
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Joshua Gottesman
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Each impulse is supposed to say "Ships with speed 3 move on this impulse" or something like that.
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Joshua Gottesman
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Okay, so 6.41 says "when a group is allowed to move, it may remain in its current hex or move one hex in any direction."

6.44 then tells you which groups move on which impulses.

So, a speed 4 group for the non-initiative player moves on impulses 2, 6, 11 14 and 18. That's actually 5 times. You'll notice all groups actually move one more time than their factor. I have no answer for why that's so. I think it's to make even speed 1 ships faster than ships being towed.
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Philoneas Paull
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Oh, ok. Thanks so very much. I saw one hex but now it makes overall sense.

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Joe Hepp
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I've found the SWWAS rules to be harder to grasp than they needed to be.

Once you see how to play you can find it in the rules but for me the rules are written in a hard to understand style.

I think the Operational Scenarios are great fun but learning combat with the Battle Scenarios is a good time also.
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Philoneas Paull
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Instructions/directions/Rules should be written and then checked against an audience of new players. I guess these guys didn't do that it sure seems!

He is here today and we will give it a go again.

One thing I was wondering about and will review the rules but on the battle board you pick a course you are on and then the one hex movement applies to any direction but you stay on the same course or do you turn and go on a new course?

If you were headed east, how realistic is it that you would be able to move west so easily, i.e., move a hex to the stern, in other words go back behind where you are? "ALL BACK FULL Mr. SULU" ???

I should check the intended size of the hex and time that an impulse represents.
 
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Jim S.
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SWWAS is primarily an operational game, with a simple tactical component provided to quickly resolve surface actions that may occur.

Facing is not considered in basic surface combat (Sections 6,7,8); however that can be added with the optional rules in Section 18 Joe and Brien included (formations, crossing the T, etc).

For new players getting started, I've suggested the following sequence.

-Jim
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