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Subject: Owll's House Rules ver. 3.7 rss

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Pierre Philippe Goyer
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Hi there,our Group is just enjoying this game as you can see what we came up with...

Axis and allies Naval Miniatures

Owll’s House rules ver. 3.7
April 3, 2007


This game is surprisingly addictive and pleasant. Its beer and pretzel in a niche that is not crowded if not blank.
After having acquired almost all of the 64 units, we have found things that beg to be improved to our taste. This is not to say that the original rules are bad but the Designer has simplified his rules to make the game for every one; and this is OK. But for our group, we want more. This is the power of House rules that gives gamers so many options. The game can be played right off from the box but you need more than the starter kit to play with ease. Soon, you will need boosters ($$$). But the units are nicely done and have even moving parts on them. Nice touch. Also, unlike AA land miniatures, you don’t need as many to recreate battles as naval units that were involved historically were few. The 2 map sheets per starter are really thin and unless you don’t mind the folds, it removes a lot of the enjoyment from the game. There are also too narrow for Battleships that has so powerful range.

We recommend:
-Installing a Plexiglas on your map sheets,
-Or use a Torpedo run old map board,
-Or for a very nice effect, a ¼ inch Masonite board painted dark blue with targets dots/sectors 3.5 inches apart in a hexagonal pattern in a light blue and the whole board covered with high gloss polyurethane. Make it 13 by 9 dots; because there is a central dot with odd numbers: 45 ½ by 31 ½ inches. Islands can be custom made or simply constructed with Heroscape hexes. Your air base is located on any dot on the first row (place an island) and you still can only deploy your subs in any of your five first rows. You do not need any lines because you will place your units on the central dots. You will now benefit from a HEX point of view which facilitate FACING and MANOEUVRING.
The object of these House Rules: keep it simple, not changing the numbers or components if possible, and just adding simple modifications that enhanced our play. We really did change/add only 7 rules. We play tested these rules for the last month or so and we believe that they enhanced our pleasure with the game. Try them. The Italic portion is just there to justify the rules.

After a lot of play testing, we saw:
1- A huge margin in the firepower of battleships compared to smaller vessels and to a lesser extent, Cruisers towards Destroyers. The small ships cannot effectively harm, close in, or live to see another turn and are killed even before they can threaten other small ships and the most important, hit submarines. Battleship’s fleet will defeat every time a fleet without a Battleship. (Exception: Subs)
2- Destroyers are so weak that it is easy to destroy them even before they could reach a Sub. If they do, Destroyers cannot reach Submarines before having one or two torpedo attacks at them. That is correct, but once you spot a Sub, you are in control and if you patrol the sector, you should not endure torpedoes after torpedoes even if your ASW fails. Speaking of ASW, it is really weak. Torpedo bombers can attack any Sub anywhere without any indication where the sub is!! The way the game is build, the Subs are always in Periscope depth or on surface? And the ASW power does not vary. Submarines can dominate the Map.
3- The luck of Initiative is too powerful.
4- The pick-up Objectives are there for you to rush in the middle of the map and not playing the Turtle game. But in no way, this is always needed. How in the world, if you rush and pick up an objective, and loose 50 % of your fleet, can you claim a strategic victory by occupying this sector that you will abandoned to the enemy the minute you get destroyed??!!
5- Cooperative attacks are non existent, and it’s a matter of getting in range and firing. Naval battles are more than that. I understand that multiple guns cannot do more damage at Hulls then big guns, but manoeuvring at the stern of a bigger ship and launching multiple simultaneous salvos from many ships from different sectors can cause panic, deck fires and disorientation at the enemy that could not use evading manoeuvres with efficiency.
6- Manoeuvring is non existent. A battle ship can turn as fast as a Destroyer and facing is not implemented. With many units to move, I would understand that the designer would not implement that, but when you have a half of dozen units to move, it is just plain fun and strategic to take facing into account.
7- No hidden movement. No hidden task forces.


We have 3 sets of rules:
A- The Regular Revealed game as the original.
B- The Hidden game in which you can only see task forces moving unless you spot them.
C- The Search game in which you conduct searches before engaging in some battle.

All the regular rules of the advanced game applies unless noted below: with a board 13 X 9 dots:

A- Regular Revealed game

1- INITIATIVE: During the Initiative Phase, add 1 to the result of the player who played first last turn. You add also your best undamaged flagship as in the rules but you roll only 1 die. The importance of Initiative is so vital that rolling 2 dice just serves the luck by drowning the flagship importance from a ship. Adding +1 to the last turn first player is a way of balancing luck and avoiding a run up leader.

2- AIR SPOTTING: During each Air mission Phase, you can only place:
Air units on any sector within their range.
-Range of Air units: Specific Land based Air units (Patrol Bombers) have a range of 10 sectors.
Other Air units on Carriers or land have a range of 6 sectors.

- Any Air units on land have to rearm during one full turn like in the original rules.
- Any Air units can only attack Ships within their range.
- Any Air units can only attack Submarines within their range if they are spotted.
- An enemy Sub is spotted if it is in any one of these conditions:
- adjacent to any of your friendly ship with LOS (watch Officer)
- within 2 sectors from one of your Destroyer with LOS (sonar and hydrophone)
- within 2 sectors from one of your Carrier without/with LOS (search planes)
- in the same sector as one of your submarine.
These spotting requirements are needed before each Air mission Phase.
During the Air Return Phase, there is no range as any Aircrafts can reach Carriers or the Land Base.

This is a very significant rule. Subs could choose not to close in Ships because they could be spotted. This illustrates the fact that by running underwater with the speed of 1, they could remain undetected but shooting torpedoes from afar. Close in and increase your chance of hitting hard a ship and the latter would call in the ASW air units to help. No more, you can send your air units to eliminate the helpless Subs before moving your ships. Destroyers will have to work more aggressively and risk their life to spot Subs to activate its side Air units and will not remain within the sectors of other ships because it will cut down their spotting range. Because of their range, the non-land based Air units will be more effective based on a Carrier if that Carrier sail away from its starting row to enhanced its Air range to cover the sectors around the Objectives.

-Every Carrier’s ability is only linked to the Air units that started their Mission phase on their Carrier.
-Every side has an island airbase on its first row, and Land based air units start there. Other non-land based air units can start there too, move there during the game or move there if their Carrier is destroyed. Every Air unit that operates from an Island must still spend their next turn rearming.

3- SURFACE EVASIVE MANOEUVERS:

Manoeuvring Speed:
PT Boat 6
Destroyers 4
Auxiliaries 4
Cruisers 3
Carriers 2
Battleships 1

During the Surface Attack Phase, when a Ship makes an attack with any of its Guns:

a) It will suffer a -1 penalty on each of its attack die if it is crippled like in the original rules.
b) It will suffer a -1 penalty on each of its attack die for each negative difference between its manoeuvring speed and the manoeuvring speed of its target for any of its Surface Gunnery attacks.
However the total penalty will be limited to a maximum of -2. Natural 6 are always 2 successes.

Every ship that fires their Surface Guns must consider the manoeuvrability of its target. This is called manoeuvring speed and it’s different for the types of ships targeted. It represents the ability to move quickly in response to a surface attack, using evasive manoeuvres such as smaller ship can achieve. The targets are not floating ducks even if they operate here in a closed confinement which condemn smaller ships to destruction without a chance to retreat from an engagement as so many small faster ships did during the War. This removes some power to the overwhelming Battleships and gives a chance of retaliation to smaller ships. Try a solitaire scenario with 4 Ajax Cruisers (52) against the Bismarck (53) and it comes pretty close as it should be. Although one would argue that 4 ships can achieve more objectives than a lone Battleship, that battleship controlling only one objective would still have to be sunk for the Cruisers to achieve victory.
For example: A battleship uses its surface guns to target a Destroyer. The combat speed of the Destroyer is 4 and the Combat Speed of the Battleship is 1, so the Battleship gets a -2(1-4 = - 3 with max of -2) penalty to each of its attack die. In effect, it will struck success with only natural 6. The same attack from a crippled Cruiser would still have a penalty of -2, thus striking 6. A Battleship would strike a Carrier with a -1 penalty.

Note that if crippled, a ship would also add a -1 penalty to all of its attack types, not only its surface guns.

4- OBJECTIVES: 2 types,
a) Pick-up Objectives: Consider these as in the original rules. If you picked it up, you control it for the rest of the game.

b) Control Objectives: To control a Control Objective each worth X points, you do not pick it up anymore: you just have to have a Ship occupying that objective at the end of any End of Turn Phase without any enemy ship in or in adjacent sectors; you leave the Objective marker there and place an Axis or Allied marker on the Objective. This control can change sides during the game and is never acquired permanently.
They can be any ODD Y number of Objectives: Control Objectives or Pick-up Objectives. Usually, you put a pick-up Objective in the middle of the Map (but you may put a Control objective) and the others are Control Objectives. At the end of any End of Turn phase, if you have YX points of killed enemy units and objectives you controlled at that time, you win instantly.
When you build a standard scenario, you choose how many objectives Y you desire; you choose the Total point value for Each Fleet; and you multiply that number by 1.2 and divide it by Y to get the Objective value X.
Example: You want 5 Objectives scattered around your map, and desire two fleets of 200 points. You multiply 200 by 1.2 to get 240, divided by 5 makes 48. Thus every objective is worth X or 48. You thus need YX or 240 points of objectives and killed enemy unit points to win:
- like 3 objectives of 48 points each plus 96 points of Killed unit.
- like all 5 objectives.
- like 1 objective and 192 points of Killed units.

This way, if your fleet has smaller ships than your enemy, you have more chance to win the game and the objectives can be more varied and not anymore only in the middle of the board as you can always control some of them at any stage of the game. Battleships alone will have a tough time and will be less dominant. Facing a Battleship, you do not have to rush an Objective and be destroyed just to take the objective. The Battleship will have to manoeuvre well to keep control of an objective without having to rely on tertiary guns because its attacker would be at it stern position. Less deadlock because a Sub remains alive with an enemy Battleship because, the ship can control at least some objectives while alive.

5) a) MOVEMENT FACING:
During their Sea movement Phase, Battleships, Carriers and Cruisers, (manoeuvring speed of 1, 2 and 3) MUST at all time be placed on the dot of a sector and keep their facing between two sector dots having their Bow toward the next ahead Dot.

- When they move, they MUST move forward in the direction their Bow is facing.
- They may change their facing ONE dot clockwise or counter clockwise after a movement into a new sector.
- They may change their facing ONE dot clockwise or counter clockwise without moving costing them 1 MP.


…Battleships with manoeuvring speed of 1 may only change facing ONCE during their turn.
…Carriers with manoeuvring speed of 2 may only change facing ONCE during their turn.
…Cruisers with manoeuvring speed of 3 may change facing ONCE or TWICE during their turn.


During their Sea movement Phase, all other ships (manoeuvring speed of 4 and above) move like in the regular rules and don’t care about facing for movement, thus can move in a sector in any direction.

If there is already a friendly Ship in that sector with a different facing, you may go though it but if you want to end your move into that sector along with your friendly Ship, you MUST end your movement with the same facing as your friendly unit. If you can’t, you just can’t move there this turn. Of course, you may move your Ships in any order.
If there is already an enemy Ship in that sector with a different facing, you may go though it but you can also move into its sector keeping your own facing as long as all of your Ships have the same facing at the end of your movement.
There can only be at the most two different facings allowed in a sector with enemy ships: one for each side.

b) BATTLE FACING: During the Surface attack Phase, except when in the same sector in which battle facing does not matter, Battleships, Carriers and Cruisers, (manoeuvring speed of 1, 2 and 3) must determine if their LOS to their target is within their BOW, ASTERN, or BROADSIDE gun’s position, before firing all their guns.

Using the FIRE ARC:
Bow’s LOS are made of the Hexrows projected straight out from the Bow.
Stern’s LOS are made of the Hexrows projected straight out from the Stern.
All the others LOS are Broadsides.

Targets within Bow firing arc can only be attacked by the Main Guns.
Targets within Stern firing arc cannot be attacked by the Main Guns.
Targets within Broadsides firing arc can be attacked by All Guns.

During the Surface Attack Phase, all other ships (manoeuvring speed of 4 and above) don’t care about facing for battle, thus can attack with all their guns regardless of facing.
Torpedoes Attack does not care about facing.

Now, you can outmanoeuvre a bigger slower ship with smaller ships. Not anymore will you just close in and exchange shots with an enemy that has the same range. Getting at its Stern and keeping it at your Broadsides will reward you. In other words, smaller ships are more progressively manoeuvrable in their movement and can apply more evasive manoeuvres than any bigger ships. The penalty for having a LOS from the Bow or Stern is remarkable but does not happen often as it should be, but may be a life saver for a small Ship that struggles to get in Torpedo range.

6- SUBMARINES:
We had 3 levels of depth for every Sub; Surface level, Periscope level, and Deep level. Markers were blue, red and black. We had variable speed, ASW difference and torpedoes attacks variables, screening from adjacent sectors etc… But for now we forgot these as they tended to slow down the game and the next 3 rules along with the Sub’s spotting rules should be enough: Specially, we are proud of the “Firing Submarine” rules that in our opinion is the Rule that makes the Sub game valuable.

a) Screening Submarines:
During the Torpedo Attack Phase, every Submarine has its allowable number of Attack Torpedoes:
- first enhanced by its Torpedoes bonuses
- and then reduced by the total number of ASW capable Ship and Aircraft in its sector. There is no limit in the reduction of torpedoes but a Submarine can always use a minimum of 1 torpedo if its range allows at least 1.
Thus a Destroyer that is in a sector occupied by a Submarine will be protected by its ASW capable friendly units and will be able to survive long enough to try to destroy the spotted Submarine.
Note that it is also possible for a Torpedo Bomber to move to a sector occupied by an enemy non-spotted Sub within range just to add an ASW capable unit to the reduction of the number of torpedoes from any present Sub. Although, the Air unit can’t attack a non-spotted Sub, it would still be a territory covering tactic against the sub manoeuvring in its sector.

b) Firing Submarines:
1- During the Torpedo Attack Phase, any submarine that fires a Torpedo attack during its turn has a “Firing Sub” marker placed under it at the end of its Torpedo Attack. On its next turn, any submarine with such a marker will move before the First player Sea movement Phase. (If some Subs are in this situation from the 2 opposing sides, then the First player plays all of its marked Subs before the Second player does, all of this of course before the regular First Player Sea movement Phase). Remove their marker.

2- During the Torpedo Attack Phase, any submarine that is in a sector with at least one ASW capable Ship and that did not fire a Torpedo attack during its turn has a “Deep Sub” marker placed under it at the end of the Phase. On its next turn, any submarine with such a marker will move after the Second player Sea movement Phase. (If some Subs are in this situation from the 2 opposing sides, then the First player plays all of its marked Subs before the Second player does, all of this of course after the regular Second Player Sea movement Phase). Remove their marker.

c) Submerged shot: Submarines that make a Torpedo attack against a local enemy submarine must re-roll another die for each of their 6’s. Another 5 or 6 hit the submarine otherwise the first 6 is a miss. (5% per torpedo to hit)

In the original rules, it is VERY HARD to occupy the sector of a Sub with a destroyer before the destroyer is sunk as he can get closer by 1 sector per turn at the most if he gets Initiative on all the Turns!! This is even worse if an enemy Capital Ship is around to fire at the Destroyer while the Sub is under water. Actually, a Sub is a better defence for another Sub…hardly Historical.
Now, with the necessity of spotting Sub, limited Air range, the cooperative ASW attacks, the screening of any Sub’s torpedoes attacks and the loss or gain of a Sub’s Initiative when its revealed by firing a shot or runs deep, the Sub-Destroyer mini game is much more challenging and offers many more strategic moves. When a Sub fires and gives up its location, this is much more than being spotted in a sector, and thus by surely loosing its initiative towards enemy Destroyers on its next turn, it will most likely receive an ASW attack and at least be screened for its next attack. By not attacking during a turn, the Sub will regain its Initiative and run away…more realistic and it gives a chance to a Sub to get away from a Destroyer by going deep and it can attack another target on the next turn. Of course, it will then again be harassed by the escorting destroyer.


7) Units COOPERATIVE ATTACKS:

-1- Main Guns:
During the Surface Attack Phase, if more then one SHIP attacks a single target with their MAIN guns from different sectors, all Ships except for the First Ship (which has the best main gun) involved in the attack:

a) adds 2 extra attack die to its Main gun surface attack if the manoeuvring speed of his target is less then its own manoeuvring speed.
b) adds 1 extra attack die to its Main gun surface attack if the combat speed of his target is the same then its own manoeuvring speed.
c) adds 0 extra attack die to its Main gun surface attack if the combat speed of his target is the more then its own manoeuvring speed.
The attacking Ships must announce together their attack, are committing their Main guns to that target Ship and cannot change their target for this Phase for their Main guns.

-2- Fighters:Fighters that used their Air Defence Attack cannot use their Gunnery attack on the same Turn in the following Air Attack Phase. It just makes sense.
Smaller ships that gang on a larger ship have a chance of a Hit. Splitting your ships to attack a bigger ship and firing together from different angles brings panic, limited manoeuvres and uncontrolled deck fires.


B- The Hidden game.
Task Forces moving around the Map.
It needs more play testing.
Next Version.

C- The Search game
Search game with complete hidden Task Forces.
It needs more play testing.
Next Version.

D- The Campaign Game: The War
This is just a simple game; one could add its own maps and units. It needs more play testing.

1- Same rules as indicated above in the revealed game.
2- You can choose a Hidden or Search game.
3- You need to have a good collection of units to make the Campaign attractive and different.
4- Object: To win the War; 2 players, Axis and Allies.
5- Secretly for each player, you choose your Total Army of 500 points.
Axis has a pool of 200 points of German Units, a pool of 100 points of Italian Units and a pool of 200 points of Japanese Units.
Allies has a pool of 200 points of UK Units and a pool of 300 points of USA Units. UK has Free France and Australian units.
6- There will be 5 engagements: the side that wins 3 engagements is the winner of the War.
7- Each side chooses secretly its National Units up to the number of points allotted for the first engagement, plays the engagement, and repeat the process until all 5 engagements are completed. When an engagement ends, both side surviving units go back to their pool for that Nation and become available for the next Nation engagement fully healed.
8- Each engagement has 3 X 40 points objectives. The middle one is a pick-up Objective and the other two are control Objectives. All fleets are 100 points. To win, you need 120 points. You can choose any map with Islands that fits the engagement.
9 There will be 5 engagements with these prerequisites (You have to use these units in the engagement or you loose the pick-up Objective to the other side from the Start) and in that order:
1) UK 100 points against Germany 100 points (North Sea Battle)
UK must have HOOD and Germany must have BISMARK.
2) USA 100 points against Germany 100 points (Atlantic Battle)
USA must have a Transport (to cross the map), Germany must have at least 3 U-boats.
3) USA 100 points against Japan 100 points (Japanese Assault)
Japan must have at least 4 Air units and 1 Carrier and USA can’t have any Carrier.
4) UK 100 points against Italy 100 points (Mediterranean Battle)
UK must have 1 Sub and 1 Carrier.
5) USA 100 points against Japan 100 points (USA Assault)
Japan must have 2 Subs and USA must have a Patrol Bomber.



Happy gaming…
Comments appreciated.
This File can be downloaded from the File section.

goyerf@sympatico.ca
Owll



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Leo Zappa
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Very impressive effort to add some more elements to this game! One of the things I believe I like best about A&A:WAS is that it is so flexible and adaptable. You can play it right out of the box, or go the extreme of just buying the game for the minis and using an entirely different set of naval miniatures rules, or, like you have done, modify the base set of rules to add more spice to the experience. Good job - I will have to consider trying out some of your suggested rules.
 
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great stuff. been trying to think of a simple, intuitive way to capture maneuverability so that small PT boats can't be target with laser like precision by battle ships and cruisers.

owll wrote:
Hi there,our Group is just enjoying this game as you can see what we came up with...

Axis and allies Naval Miniatures

Owll’s House rules ver. 3.7
April 3, 2007


This game is surprisingly addictive and pleasant. Its beer and pretzel in a niche that is not crowded if not blank.
After having acquired almost all of the 64 units, we have found things that beg to be improved to our taste. This is not to say that the original rules are bad but the Designer has simplified his rules to make the game for every one; and this is OK. But for our group, we want more. This is the power of House rules that gives gamers so many options. The game can be played right off from the box but you need more than the starter kit to play with ease. Soon, you will need boosters ($$$). But the units are nicely done and have even moving parts on them. Nice touch. Also, unlike AA land miniatures, you don’t need as many to recreate battles as naval units that were involved historically were few. The 2 map sheets per starter are really thin and unless you don’t mind the folds, it removes a lot of the enjoyment from the game. There are also too narrow for Battleships that has so powerful range.

We recommend:
-Installing a Plexiglas on your map sheets,
-Or use a Torpedo run old map board,
-Or for a very nice effect, a ¼ inch Masonite board painted dark blue with targets dots/sectors 3.5 inches apart in a hexagonal pattern in a light blue and the whole board covered with high gloss polyurethane. Make it 13 by 9 dots; because there is a central dot with odd numbers: 45 ½ by 31 ½ inches. Islands can be custom made or simply constructed with Heroscape hexes. Your air base is located on any dot on the first row (place an island) and you still can only deploy your subs in any of your five first rows. You do not need any lines because you will place your units on the central dots. You will now benefit from a HEX point of view which facilitate FACING and MANOEUVRING.
The object of these House Rules: keep it simple, not changing the numbers or components if possible, and just adding simple modifications that enhanced our play. We really did change/add only 7 rules. We play tested these rules for the last month or so and we believe that they enhanced our pleasure with the game. Try them. The Italic portion is just there to justify the rules.

After a lot of play testing, we saw:
1- A huge margin in the firepower of battleships compared to smaller vessels and to a lesser extent, Cruisers towards Destroyers. The small ships cannot effectively harm, close in, or live to see another turn and are killed even before they can threaten other small ships and the most important, hit submarines. Battleship’s fleet will defeat every time a fleet without a Battleship. (Exception: Subs)
2- Destroyers are so weak that it is easy to destroy them even before they could reach a Sub. If they do, Destroyers cannot reach Submarines before having one or two torpedo attacks at them. That is correct, but once you spot a Sub, you are in control and if you patrol the sector, you should not endure torpedoes after torpedoes even if your ASW fails. Speaking of ASW, it is really weak. Torpedo bombers can attack any Sub anywhere without any indication where the sub is!! The way the game is build, the Subs are always in Periscope depth or on surface? And the ASW power does not vary. Submarines can dominate the Map.
3- The luck of Initiative is too powerful.
4- The pick-up Objectives are there for you to rush in the middle of the map and not playing the Turtle game. But in no way, this is always needed. How in the world, if you rush and pick up an objective, and loose 50 % of your fleet, can you claim a strategic victory by occupying this sector that you will abandoned to the enemy the minute you get destroyed??!!
5- Cooperative attacks are non existent, and it’s a matter of getting in range and firing. Naval battles are more than that. I understand that multiple guns cannot do more damage at Hulls then big guns, but manoeuvring at the stern of a bigger ship and launching multiple simultaneous salvos from many ships from different sectors can cause panic, deck fires and disorientation at the enemy that could not use evading manoeuvres with efficiency.
6- Manoeuvring is non existent. A battle ship can turn as fast as a Destroyer and facing is not implemented. With many units to move, I would understand that the designer would not implement that, but when you have a half of dozen units to move, it is just plain fun and strategic to take facing into account.
7- No hidden movement. No hidden task forces.


We have 3 sets of rules:
A- The Regular Revealed game as the original.
B- The Hidden game in which you can only see task forces moving unless you spot them.
C- The Search game in which you conduct searches before engaging in some battle.

All the regular rules of the advanced game applies unless noted below: with a board 13 X 9 dots:

A- Regular Revealed game

1- INITIATIVE: During the Initiative Phase, add 1 to the result of the player who played first last turn. You add also your best undamaged flagship as in the rules but you roll only 1 die. The importance of Initiative is so vital that rolling 2 dice just serves the luck by drowning the flagship importance from a ship. Adding +1 to the last turn first player is a way of balancing luck and avoiding a run up leader.

2- AIR SPOTTING: During each Air mission Phase, you can only place:
Air units on any sector within their range.
-Range of Air units: Specific Land based Air units (Patrol Bombers) have a range of 10 sectors.
Other Air units on Carriers or land have a range of 6 sectors.

- Any Air units on land have to rearm during one full turn like in the original rules.
- Any Air units can only attack Ships within their range.
- Any Air units can only attack Submarines within their range if they are spotted.
- An enemy Sub is spotted if it is in any one of these conditions:
- adjacent to any of your friendly ship with LOS (watch Officer)
- within 2 sectors from one of your Destroyer with LOS (sonar and hydrophone)
- within 2 sectors from one of your Carrier without/with LOS (search planes)
- in the same sector as one of your submarine.
These spotting requirements are needed before each Air mission Phase.
During the Air Return Phase, there is no range as any Aircrafts can reach Carriers or the Land Base.

This is a very significant rule. Subs could choose not to close in Ships because they could be spotted. This illustrates the fact that by running underwater with the speed of 1, they could remain undetected but shooting torpedoes from afar. Close in and increase your chance of hitting hard a ship and the latter would call in the ASW air units to help. No more, you can send your air units to eliminate the helpless Subs before moving your ships. Destroyers will have to work more aggressively and risk their life to spot Subs to activate its side Air units and will not remain within the sectors of other ships because it will cut down their spotting range. Because of their range, the non-land based Air units will be more effective based on a Carrier if that Carrier sail away from its starting row to enhanced its Air range to cover the sectors around the Objectives.

-Every Carrier’s ability is only linked to the Air units that started their Mission phase on their Carrier.
-Every side has an island airbase on its first row, and Land based air units start there. Other non-land based air units can start there too, move there during the game or move there if their Carrier is destroyed. Every Air unit that operates from an Island must still spend their next turn rearming.

3- SURFACE EVASIVE MANOEUVERS:

Manoeuvring Speed:
PT Boat 6
Destroyers 4
Auxiliaries 4
Cruisers 3
Carriers 2
Battleships 1

During the Surface Attack Phase, when a Ship makes an attack with any of its Guns:

a) It will suffer a -1 penalty on each of its attack die if it is crippled like in the original rules.
b) It will suffer a -1 penalty on each of its attack die for each negative difference between its manoeuvring speed and the manoeuvring speed of its target for any of its Surface Gunnery attacks.
However the total penalty will be limited to a maximum of -2. Natural 6 are always 2 successes.

Every ship that fires their Surface Guns must consider the manoeuvrability of its target. This is called manoeuvring speed and it’s different for the types of ships targeted. It represents the ability to move quickly in response to a surface attack, using evasive manoeuvres such as smaller ship can achieve. The targets are not floating ducks even if they operate here in a closed confinement which condemn smaller ships to destruction without a chance to retreat from an engagement as so many small faster ships did during the War. This removes some power to the overwhelming Battleships and gives a chance of retaliation to smaller ships. Try a solitaire scenario with 4 Ajax Cruisers (52) against the Bismarck (53) and it comes pretty close as it should be. Although one would argue that 4 ships can achieve more objectives than a lone Battleship, that battleship controlling only one objective would still have to be sunk for the Cruisers to achieve victory.
For example: A battleship uses its surface guns to target a Destroyer. The combat speed of the Destroyer is 4 and the Combat Speed of the Battleship is 1, so the Battleship gets a -2(1-4 = - 3 with max of -2) penalty to each of its attack die. In effect, it will struck success with only natural 6. The same attack from a crippled Cruiser would still have a penalty of -2, thus striking 6. A Battleship would strike a Carrier with a -1 penalty.

Note that if crippled, a ship would also add a -1 penalty to all of its attack types, not only its surface guns.

4- OBJECTIVES: 2 types,
a) Pick-up Objectives: Consider these as in the original rules. If you picked it up, you control it for the rest of the game.

b) Control Objectives: To control a Control Objective each worth X points, you do not pick it up anymore: you just have to have a Ship occupying that objective at the end of any End of Turn Phase without any enemy ship in or in adjacent sectors; you leave the Objective marker there and place an Axis or Allied marker on the Objective. This control can change sides during the game and is never acquired permanently.
They can be any ODD Y number of Objectives: Control Objectives or Pick-up Objectives. Usually, you put a pick-up Objective in the middle of the Map (but you may put a Control objective) and the others are Control Objectives. At the end of any End of Turn phase, if you have YX points of killed enemy units and objectives you controlled at that time, you win instantly.
When you build a standard scenario, you choose how many objectives Y you desire; you choose the Total point value for Each Fleet; and you multiply that number by 1.2 and divide it by Y to get the Objective value X.
Example: You want 5 Objectives scattered around your map, and desire two fleets of 200 points. You multiply 200 by 1.2 to get 240, divided by 5 makes 48. Thus every objective is worth X or 48. You thus need YX or 240 points of objectives and killed enemy unit points to win:
- like 3 objectives of 48 points each plus 96 points of Killed unit.
- like all 5 objectives.
- like 1 objective and 192 points of Killed units.

This way, if your fleet has smaller ships than your enemy, you have more chance to win the game and the objectives can be more varied and not anymore only in the middle of the board as you can always control some of them at any stage of the game. Battleships alone will have a tough time and will be less dominant. Facing a Battleship, you do not have to rush an Objective and be destroyed just to take the objective. The Battleship will have to manoeuvre well to keep control of an objective without having to rely on tertiary guns because its attacker would be at it stern position. Less deadlock because a Sub remains alive with an enemy Battleship because, the ship can control at least some objectives while alive.

5) a) MOVEMENT FACING:
During their Sea movement Phase, Battleships, Carriers and Cruisers, (manoeuvring speed of 1, 2 and 3) MUST at all time be placed on the dot of a sector and keep their facing between two sector dots having their Bow toward the next ahead Dot.

- When they move, they MUST move forward in the direction their Bow is facing.
- They may change their facing ONE dot clockwise or counter clockwise after a movement into a new sector.
- They may change their facing ONE dot clockwise or counter clockwise without moving costing them 1 MP.


…Battleships with manoeuvring speed of 1 may only change facing ONCE during their turn.
…Carriers with manoeuvring speed of 2 may only change facing ONCE during their turn.
…Cruisers with manoeuvring speed of 3 may change facing ONCE or TWICE during their turn.


During their Sea movement Phase, all other ships (manoeuvring speed of 4 and above) move like in the regular rules and don’t care about facing for movement, thus can move in a sector in any direction.

If there is already a friendly Ship in that sector with a different facing, you may go though it but if you want to end your move into that sector along with your friendly Ship, you MUST end your movement with the same facing as your friendly unit. If you can’t, you just can’t move there this turn. Of course, you may move your Ships in any order.
If there is already an enemy Ship in that sector with a different facing, you may go though it but you can also move into its sector keeping your own facing as long as all of your Ships have the same facing at the end of your movement.
There can only be at the most two different facings allowed in a sector with enemy ships: one for each side.

b) BATTLE FACING: During the Surface attack Phase, except when in the same sector in which battle facing does not matter, Battleships, Carriers and Cruisers, (manoeuvring speed of 1, 2 and 3) must determine if their LOS to their target is within their BOW, ASTERN, or BROADSIDE gun’s position, before firing all their guns.

Using the FIRE ARC:
Bow’s LOS are made of the Hexrows projected straight out from the Bow.
Stern’s LOS are made of the Hexrows projected straight out from the Stern.
All the others LOS are Broadsides.

Targets within Bow firing arc can only be attacked by the Main Guns.
Targets within Stern firing arc cannot be attacked by the Main Guns.
Targets within Broadsides firing arc can be attacked by All Guns.

During the Surface Attack Phase, all other ships (manoeuvring speed of 4 and above) don’t care about facing for battle, thus can attack with all their guns regardless of facing.
Torpedoes Attack does not care about facing.

Now, you can outmanoeuvre a bigger slower ship with smaller ships. Not anymore will you just close in and exchange shots with an enemy that has the same range. Getting at its Stern and keeping it at your Broadsides will reward you. In other words, smaller ships are more progressively manoeuvrable in their movement and can apply more evasive manoeuvres than any bigger ships. The penalty for having a LOS from the Bow or Stern is remarkable but does not happen often as it should be, but may be a life saver for a small Ship that struggles to get in Torpedo range.

6- SUBMARINES:
We had 3 levels of depth for every Sub; Surface level, Periscope level, and Deep level. Markers were blue, red and black. We had variable speed, ASW difference and torpedoes attacks variables, screening from adjacent sectors etc… But for now we forgot these as they tended to slow down the game and the next 3 rules along with the Sub’s spotting rules should be enough: Specially, we are proud of the “Firing Submarine” rules that in our opinion is the Rule that makes the Sub game valuable.

a) Screening Submarines:
During the Torpedo Attack Phase, every Submarine has its allowable number of Attack Torpedoes:
- first enhanced by its Torpedoes bonuses
- and then reduced by the total number of ASW capable Ship and Aircraft in its sector. There is no limit in the reduction of torpedoes but a Submarine can always use a minimum of 1 torpedo if its range allows at least 1.
Thus a Destroyer that is in a sector occupied by a Submarine will be protected by its ASW capable friendly units and will be able to survive long enough to try to destroy the spotted Submarine.
Note that it is also possible for a Torpedo Bomber to move to a sector occupied by an enemy non-spotted Sub within range just to add an ASW capable unit to the reduction of the number of torpedoes from any present Sub. Although, the Air unit can’t attack a non-spotted Sub, it would still be a territory covering tactic against the sub manoeuvring in its sector.

b) Firing Submarines:
1- During the Torpedo Attack Phase, any submarine that fires a Torpedo attack during its turn has a “Firing Sub” marker placed under it at the end of its Torpedo Attack. On its next turn, any submarine with such a marker will move before the First player Sea movement Phase. (If some Subs are in this situation from the 2 opposing sides, then the First player plays all of its marked Subs before the Second player does, all of this of course before the regular First Player Sea movement Phase). Remove their marker.

2- During the Torpedo Attack Phase, any submarine that is in a sector with at least one ASW capable Ship and that did not fire a Torpedo attack during its turn has a “Deep Sub” marker placed under it at the end of the Phase. On its next turn, any submarine with such a marker will move after the Second player Sea movement Phase. (If some Subs are in this situation from the 2 opposing sides, then the First player plays all of its marked Subs before the Second player does, all of this of course after the regular Second Player Sea movement Phase). Remove their marker.

c) Submerged shot: Submarines that make a Torpedo attack against a local enemy submarine must re-roll another die for each of their 6’s. Another 5 or 6 hit the submarine otherwise the first 6 is a miss. (5% per torpedo to hit)

In the original rules, it is VERY HARD to occupy the sector of a Sub with a destroyer before the destroyer is sunk as he can get closer by 1 sector per turn at the most if he gets Initiative on all the Turns!! This is even worse if an enemy Capital Ship is around to fire at the Destroyer while the Sub is under water. Actually, a Sub is a better defence for another Sub…hardly Historical.
Now, with the necessity of spotting Sub, limited Air range, the cooperative ASW attacks, the screening of any Sub’s torpedoes attacks and the loss or gain of a Sub’s Initiative when its revealed by firing a shot or runs deep, the Sub-Destroyer mini game is much more challenging and offers many more strategic moves. When a Sub fires and gives up its location, this is much more than being spotted in a sector, and thus by surely loosing its initiative towards enemy Destroyers on its next turn, it will most likely receive an ASW attack and at least be screened for its next attack. By not attacking during a turn, the Sub will regain its Initiative and run away…more realistic and it gives a chance to a Sub to get away from a Destroyer by going deep and it can attack another target on the next turn. Of course, it will then again be harassed by the escorting destroyer.


7) Units COOPERATIVE ATTACKS:

-1- Main Guns:
During the Surface Attack Phase, if more then one SHIP attacks a single target with their MAIN guns from different sectors, all Ships except for the First Ship (which has the best main gun) involved in the attack:

a) adds 2 extra attack die to its Main gun surface attack if the manoeuvring speed of his target is less then its own manoeuvring speed.
b) adds 1 extra attack die to its Main gun surface attack if the combat speed of his target is the same then its own manoeuvring speed.
c) adds 0 extra attack die to its Main gun surface attack if the combat speed of his target is the more then its own manoeuvring speed.
The attacking Ships must announce together their attack, are committing their Main guns to that target Ship and cannot change their target for this Phase for their Main guns.

-2- Fighters:Fighters that used their Air Defence Attack cannot use their Gunnery attack on the same Turn in the following Air Attack Phase. It just makes sense.
Smaller ships that gang on a larger ship have a chance of a Hit. Splitting your ships to attack a bigger ship and firing together from different angles brings panic, limited manoeuvres and uncontrolled deck fires.


B- The Hidden game.
Task Forces moving around the Map.
It needs more play testing.
Next Version.

C- The Search game
Search game with complete hidden Task Forces.
It needs more play testing.
Next Version.

D- The Campaign Game: The War
This is just a simple game; one could add its own maps and units. It needs more play testing.

1- Same rules as indicated above in the revealed game.
2- You can choose a Hidden or Search game.
3- You need to have a good collection of units to make the Campaign attractive and different.
4- Object: To win the War; 2 players, Axis and Allies.
5- Secretly for each player, you choose your Total Army of 500 points.
Axis has a pool of 200 points of German Units, a pool of 100 points of Italian Units and a pool of 200 points of Japanese Units.
Allies has a pool of 200 points of UK Units and a pool of 300 points of USA Units. UK has Free France and Australian units.
6- There will be 5 engagements: the side that wins 3 engagements is the winner of the War.
7- Each side chooses secretly its National Units up to the number of points allotted for the first engagement, plays the engagement, and repeat the process until all 5 engagements are completed. When an engagement ends, both side surviving units go back to their pool for that Nation and become available for the next Nation engagement fully healed.
8- Each engagement has 3 X 40 points objectives. The middle one is a pick-up Objective and the other two are control Objectives. All fleets are 100 points. To win, you need 120 points. You can choose any map with Islands that fits the engagement.
9 There will be 5 engagements with these prerequisites (You have to use these units in the engagement or you loose the pick-up Objective to the other side from the Start) and in that order:
1) UK 100 points against Germany 100 points (North Sea Battle)
UK must have HOOD and Germany must have BISMARK.
2) USA 100 points against Germany 100 points (Atlantic Battle)
USA must have a Transport (to cross the map), Germany must have at least 3 U-boats.
3) USA 100 points against Japan 100 points (Japanese Assault)
Japan must have at least 4 Air units and 1 Carrier and USA can’t have any Carrier.
4) UK 100 points against Italy 100 points (Mediterranean Battle)
UK must have 1 Sub and 1 Carrier.
5) USA 100 points against Japan 100 points (USA Assault)
Japan must have 2 Subs and USA must have a Patrol Bomber.



Happy gaming…
Comments appreciated.
This File can be downloaded from the File section.

goyerf@sympatico.ca
Owll



 
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Minot
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Just out of curiosity, was the OP playing with the advanced/optional rules, and still found BBs and subs too powerful?
 
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Jonathan F
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Good question.
 
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Pierre Philippe Goyer
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Looking for a Publisher for a Grand Strategic all fronts WW2 card game
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Hi there...good question!

If you look at this version, it was posted in 2007...
So I had to look into it to answer your interrogation...

In august 2014, we updated our rules after much more playtesting and we took into account the advanced rules although we kept most of our rules as we still found them easy to implement without too much complexity.

So for whom it might be interesting, here they are:


Axis and allies Naval Miniatures

Owll’s House rules ver. 5.0
August 21, 2014

Our first House Rules were first implemented in March 2007 and the original rules were modified by a FAQ in July 2007 from the Designer himself. The FAQ added more realism and it had some very good clarifications that reached some of our earlier considerations. But for simplicity, we still kept the original Rules plus our simple House rules (with one rule from the FAQ noted below) after even more play testing. (60+ games) And we kept it all simple.

This game is surprisingly addictive and pleasant. Its beer and pretzel in a niche that is not crowded if not blank. After a year, we still have a lot of fun with this game.
After having acquired all of the 64 units (111 in all) and now with some Task Force units, we have found things that beg to be improved to our taste. This is not to say that the original rules are bad but the Designer has simplified his rules to make the game for every one; and this is OK. But for our group, we want more. This is the power of House rules that gives gamers so many options. The game can be played right off from the box but you need more than the starter kit to play with ease. Soon, you will need boosters ($$$). But the units are nicely done and have even moving parts on them. Nice touch. Also, unlike AA land miniatures, you don’t need as many to recreate battles as naval units that were involved historically were few. The 2 map sheets per starter are really thin and unless you don’t mind the folds, it removes a lot of the enjoyment from the game. There are also too narrow for Battleships that has so powerful range.

We recommend:
-Installing a Plexiglas on your map sheets,
-Or use a Torpedo run old map board,
-Or for a very nice effect, a ¼ inch Masonite board (like TOI) painted dark blue with self-sticking target dots/sectors 3.5 inches apart in a hexagonal pattern in a light blue and the whole board (plus the dots) covered with high gloss polyurethane. Make it 13 by 9 dots; because there is a need for a central dot with odd numbers: 45 ½ by 31 ½ inches. Islands can be custom made or simply constructed with Heroscape hexes. Your air base is located on any corner dot on your first row (place an island) and you still can only deploy your subs in any of your five first rows. You do not need any lines because you will place your units on a dot heading toward the next dot. You will now benefit from a HEX point of view which facilitate FACING and MANOEUVRING (see further). If you use the regular map sheets, consider the central dots for facing.

The object of these House Rules: keep it simple, not changing the numbers or components if possible, and just adding simple modifications that enhanced our play. We really did change/add only 11 rules. We play tested these rules for the last few months or so and we believe that they enhanced our pleasure with the game. Try them.

There is a CAMPAIGN game at the end.
The Italic portion is just there to justify the rules.

After a lot of play testing, we saw:
1- A huge margin in the firepower of battleships compared to smaller vessels and to a lesser extent, Cruisers towards Destroyers. The small ships cannot effectively harm, close in, or live to see another turn and are killed even before they can threaten other small ships and the most important, hit submarines. Battleship’s fleet will defeat every time a fleet without a Battleship. (Exception: Subs)
2- Destroyers are so weak that it is easy to destroy them even before they could reach a Sub. If they do, Destroyers cannot reach Submarines before having one or two torpedo attacks at them. That is correct, but once you spot a Sub, you are in control and if you patrol the sector, you should not endure torpedoes after torpedoes even if your ASW fails. Speaking of ASW, it is really weak. Torpedo bombers can attack any Sub anywhere without any indication where the sub is!! The way the game is build, the Subs are always in Periscope depth or on surface? And the ASW power does not vary. Submarines can dominate the Map.
3- The luck of Initiative is too powerful.
4- The pick-up Objectives are there for you to rush in the middle of the map and not playing the Turtle game. But in no way, this is always needed. How in the world, if you rush and pick up an objective, and loose 50 % of your fleet, can you claim a strategic victory by occupying this sector that you will abandoned to the enemy the minute you get destroyed??!!
5- Cooperative attacks are non existent, and it’s a matter of getting in range and firing. Naval battles are more than that. I understand that multiple guns cannot do more damage at Hulls then big guns, but manoeuvring at the stern of a bigger ship and launching multiple simultaneous salvos from many ships from different sectors can cause panic, deck fires and disorientation at the enemy that could not use evading manoeuvres with efficiency.
6- Manoeuvring is non existent. A battle ship can turn as fast as a Destroyer and facing is not implemented. With many units to move, I would understand that the designer would not implement that, but when you have a half of dozen units to move, it is just plain fun and strategic to take easy facing into account.
7- No hidden movement. No hidden task forces. Map too narrow for the BB extended ranges.

All the original regular rules of the advanced game apply unless noted below: with a board 13 X 9 dots: with the island base on the first row.

If you use the regular map sheets, your island base is outside and thus is also 6 sectors from the center. But the range of specific land based aircrafts noted below should be 9 sectors because the diagonal map is smaller than our map board.

A- Regular game

1- SETUP: Deployment:
Set up deployment: the player that has the lowest amount of points in his fleet sets second, if tied, random. It adds a price to being second to deploy.

2- WINNING: another way to win: At the conclusion of any End of Turn Phase, a side that has no Ship (other than PT Boats) loses the game. If both sides have no Ship left, then the side that has the most points in destroyed enemy units is the Winner.

3- INITIATIVE: During the Initiative Phase, add 1 to the result of the player who played first last turn. You add also your best undamaged flagship as in the rules but you roll only 1 die. If tied, the Initiative changes side. The importance of Initiative is so vital that rolling 2 dice just serves the luck by drowning the flagship importance from a ship. Adding +1 to the last turn first player is a way of balancing luck and avoiding a run up leader.

4- AIR MISSION:
During each Air Mission Phase, you can only place:
1- Air Units on any sector within their range.
2- Return Air Units on your land Based airfield regardless of range without placing any Rearming counter under these units because they did not execute an Air mission this turn. They may fly again on their next turn. This is useful to abandon a crippled ship or to give place to another plane.
-Range of Air units: - Specific Land based Air units and all Patrol Bombers have a range of 10 sectors.
Kamikazes are land based. (9 with the regular paper maps)
- All other Air units on Carriers or land have a range of 6 sectors.
- Patrol air bombers arte all land based.
- Any Air units can only attack Ships within their range.
- Any Air units (land based or carrier type) that is not involved by any anti-Air defence from ships or fighters during the Air Defence phase (and not the ones that survives the A-Air defence) are more prone to be successful in their attack during the next Air attack Phase. As a consequence of this, each such Bomber has a +3 dice, each such torpedo Air unit has a +1 for their attack on top of any other bonuses they would have. This is to make more imperative to keep your AAir close together and to increase the power of Air units as they can only strike once or twice before being gunned down.
- Any Air units can only attack Submarines within their range if they are spotted.
- An enemy Sub is spotted if it is in any one of these conditions:
- in the same sector as one of your Submarine
- in the same sector or in an adjacent sector from one of your Ship with LOS (watch Officer)
- within 2 sectors away from one of your Destroyer with LOS (sonar and hydrophone)
- within 2 sectors away from one of your Carrier without/with LOS (search planes)

These spotting requirements are estimated before each Air mission Phase.

During the Air Return Phase, there is no range as any Aircrafts can reach any Carrier or the Land Base airfield from another Carrier or from Land. Only place a Rearming counter under ANY aircraft that returned to the land airfield after it executed an Air mission being a land based Aircraft or a Carrier capable Aircraft, as the time spend to travel and rearm from a land base is absolutely longer than with an expensive Carrier.
If a Carrier is destroyed with planes onboard, they are eliminated as well. But if they were on an air mission (on a sector), they are not destroyed and may return on another Carrier or their land base.

The range for airplanes enhances the need for Carriers. Not only non-land based airplanes have a range of 6, they will have to rearm if not on Carrier. Their range can only be enhanced by their moving platform. From the airbase, their range 6 makes them unable to attack Units adjacent to Objectives and thus although they can attack objective sectors, they cannot deny enemy ships from being adjacent. Another way to lower the importance of BB. Airpower without a CV is thus limited.
Subs could choose not to close in Ships because they could be spotted. This illustrates the fact that by running underwater with the speed of 1, they could remain undetected but shooting torpedoes from afar. Close in and increase your chance of hitting hard a ship and the latter would call in the ASW air units to help. No more, you can send your air units to eliminate the helpless Subs before moving your ships. Destroyers will have to work more aggressively and risk their life to spot Subs to activate its side Air units and will not remain within the sectors of other ships because it will cut down their spotting range. Because of their range, the non-land based Air units will be more effective based on a Carrier if that Carrier sail away from its starting row to enhanced its Air range to cover the sectors around the Objectives.

-Every Carrier’s ability is only linked to the Air units that started their Mission phase on their Carrier; physically of course, you place these units on the Carrier and keep their cards on the Carrier card.
-Every side has an island airbase in a corner on its first row (or elsewhere in a scenario), and Land based air units start there. Other non-land based air units can start there too, move there during the game or move there if their Carrier is destroyed. But remember the stacking limit of 5 aircrafts for the island base.

5- SURFACE ATTACK PHASE and EVASIVE MANOEUVERS:

-Surface ships that have a torpedo attack can fire their torpedo AND surface guns during the surface attack phase. Submarines are the only units that can fire during the torpedo attack phase (from the FAQ). This is easily the best modification from the FAQ.

-During the Surface Attack Phase, the player designates one of his Ships and assigns a target for all its surface Guns and then fires them; after seeing the result, he may then fire its Torpedoes. Then he does the same for all of his Ships in any order. Although you can see the result of the damage from a friendly ship before announcing another ship’s attacks, from any single ship you can’t use its secondary guns after seeing your Main guns failed.

-A ship cannot use its extended range against a target that has a higher manoeuvring speed meaning these target ships are more evasive at very long range. In effect, it means that a BB cannot use its extended range toward a weaker ship. Cruisers may live a bit longer facing a BB and if they have themselves an extended range, they might have a shot at the BB before it close in.

-Every Ship now has a Manoeuvring Speed:
PT Boat 6
Auxiliaries 5
Destroyers 4
Cruisers 2
Carriers 2
Battleships 1

-During the Surface Attack Phase, when a Ship makes an attack with ANY of its Guns:
a) It will suffer a -1 penalty on each of its attack die if it is crippled like in the original rules.
b) It will suffer a -1 penalty on each of its attack die for each negative difference between its manoeuvring speed and the manoeuvring speed of its target for any of its Surface Gunnery attacks.
However the total penalty will be limited to a maximum of -2. Natural 6 are always 2 successes.

Every ship that fires their Surface Guns must consider the manoeuvrability of its target. This is called manoeuvring speed and it’s different for the types of ships targeted. It represents the ability to move quickly in response to a surface attack, using evasive manoeuvres such as smaller ship can achieve. The targets are not floating ducks even if they operate here in a closed confinement which condemn smaller ships to destruction without a chance to retreat from an engagement as so many small faster ships did during the War. This removes some power to the overwhelming Battleships and gives a chance of retaliation to smaller ships. Try a solitaire scenario with 4 Ajax Cruisers (52) against the Bismarck (53) and it comes pretty close as it should be. Although one would argue that 4 ships can achieve more objectives than a lone Battleship, that battleship controlling only one objective would still have to be sunk for the Cruisers to achieve victory.
For example: A battleship uses its surface guns to target a Destroyer. The manoeuvring speed of the Destroyer is 4 and the manoeuvring Speed of the Battleship is 1, so the Battleship gets a -3(1-4 = - 3 with max of -2) penalty to each of its attack die. In effect, it will struck success with only natural 6. The same attack from a Cruiser would still have a penalty of -2, thus striking 6. A crippled Battleship would also strike a Cruiser with a -2 penalty.

Note that if crippled, a ship would also add a -1 penalty to all of its attack types, not only its surface guns. Crippled ships are treated like in the original rules.

We debated a long time for the manoeuvring speeds of the different Ships. Battleships main guns must be lethal but must give a chance to Cruisers to retaliate. The same applies to Cruisers and Destroyers. A difference of 1 might not be strong enough…so we increased it to 2 after much discussion and play testing. Also, the number of facing changes now matches the manoeuvring speed of the Ship for BB, CV, CA and CL; Easier.




6- OBJECTIVES: 2 types,

a) Pick-up Objectives: Consider these as in the original rules. If you picked it up, you control it for the rest of the game. It is worth X points. See below.
b) Control Objectives: To control a Control Objective each worth X points, you do not pick it up anymore: you just have to have a Ship occupying that objective at the end of any End of Turn Phase without any enemy ship in or in adjacent sectors; you leave the Objective marker there and place an Axis or Allied marker on the Objective. You retain control of the points until the other side does the same. This control can change sides during the game and is never acquired permanently.
As only enemy ships (not Subs and Airplanes) can control, deny control of an Objective or picking up an Objective, there is an exception: Pt Boats within an Island adjacent to an Objective cannot deny enemy control.
They can be any ODD (Y) number of Objectives: Control Objectives and Pick-up Objectives. Usually, you put a pick-up Objective in the middle of the Map (but you may put a Control objective) and the others are Control Objectives. At the end of any End of Turn phase, if you have YX points of killed enemy units and objectives you controlled at that time, you win instantly.
When you build a standard scenario, you choose how many objectives (Y) you desire; you choose the point value for Each Fleet; and you multiply that number by 1.2 and divide it by (Y) to get the final Objective value X.
Normally, we recommend a fleet of 100 points and 3 objectives of 40 points each: 1 pick-up and 2 control objectives.
Example: You want 5 Objectives scattered around your map, and desire two fleets of 200 point each. You multiply 200 by 1.2 to get 240, divided by 5 makes 48. Thus every objective is worth X or 48. You thus need YX or 240 points of objectives and killed enemy unit points to win:
- like 3 objectives of 48 points each plus 96 points of Killed unit.
- like all 5 objectives.
- like 1 objective and 192 points of Killed units.

This way, if your fleet has smaller ships than your enemy, you have more chance to win the game and the objectives can be more varied and not anymore only in the middle of the board as you can always control some of them at any stage of the game. Battleships alone will have a tough time and will be less dominant. Facing a Battleship, you do not have to rush an Objective and be destroyed just to take the objective. The Battleship will have to manoeuvre well to keep control of an objective without having to rely on tertiary guns because its attacker would be at it stern position. This helps prevent a deadlock because a Sub remains alive with an enemy Battleship; now the ship can control at least some objectives while alive.


7- a) MOVEMENT FACING:

During their Sea movement Phase, Battleships, Carriers and Cruisers, (manoeuvring speed of 1 and 2) MUST at all time be placed on the dot of a sector and keep their facing between two sector dots having their Bow toward the next ahead Dot.

- When they move, they MUST move forward in the direction their Bow is facing: 1 MP per dot.
- They may change their facing ONE dot clockwise or counter clockwise after their forward movement into the new sector for a total cost of 1 MP.
- They may change their facing ONE dot clockwise or counter clockwise without moving costing them 1 MP. But…

…Battleships with manoeuvring speed of 1 may only change facing ONCE during their turn.
…Carriers with manoeuvring speed of 2 may only change facing ONCE during their turn.
…Cruisers with manoeuvring speed of 2 may change facing ONCE or TWICE during their turn.

During their Sea movement Phase, all other ships (manoeuvring speed of 3 and above) move like in the regular rules and don’t care about facing for movement, thus can move in a sector in any direction.

If there is already a friendly Ship in that sector with a different facing, you may go though it but if you want to end your move into that sector along with your friendly Ship, you MUST end your movement with the same facing as your friendly unit. If you can’t, you just can’t move there this turn. Of course, you may move your Ships in any order.
If there is already an enemy Ship in that sector with a different facing, you may go though it but you can also move into its sector keeping your own facing as long as all of your Ships have the same facing at the end of your movement.
There can only be at the most two different facings allowed in a sector with enemy ships: one for each side.



b) BATTLE FACING: During the Surface attack Phase, except when in the same sector in which battle facing does not matter, Battleships, Carriers and Cruisers, (manoeuvring speed of 1 and 2) must determine if their LOS to their target is within their BOW, ASTERN, or BROADSIDE gun’s position, before firing all their guns.

Using the FIRE ARC: REALISTIC
Bow’s LOS are made of the Hex rows projected out from the Bow. From the dot in front of the ship, extend a line at 45 degrees on both side forming an angle of 90 degrees and all these forward dots/sectors are considered Bow’s LOS.
Stern’s LOS are made of the Hex rows projected out from the Stern in the same manner.
All the others LOS are Broadsides.

Targets within Bow firing arc can only be attacked by the Main Guns.
Targets within Stern firing arc cannot be attacked by the Main Guns.
Targets within Broadsides firing arc can be attacked by All Guns.

During the Surface Attack Phase, all other ships (manoeuvring speed of 3 and above) don’t care about facing for battle, thus can attack with all their guns regardless of facing.
Torpedoes Attack does not care about facing.
Now, you can outmanoeuvre a bigger slower ship with smaller ships. Not anymore will you just close in and exchange shots with an enemy that has the same range. Getting at its Stern and keeping it at your Broadsides will reward you. In other words, smaller ships are more progressively manoeuvrable in their movement and can apply more evasive manoeuvres than any bigger ships. The penalty for having a LOS from the Bow or Stern is remarkable but does not happen often as it should be, but may be a life saver for a small Ship that struggles to get in Torpedo range.

8- SUBMARINES:

We had 3 levels of depth for every Sub; Surface level, Periscope level, and Deep level. Markers were blue, red and black. We had variable speed, ASW difference and torpedoes attacks variables, screening from adjacent sectors etc… But for now we forgot these as they tended to slow down the game and the next 3 rules along with the Sub’s spotting rules should be enough: Specially, we are excited about the “Firing Submarine” rules that in our opinion is the Rule that makes the Sub game valuable.

a) Screening Submarines: During the Torpedo Attack Phase, every Submarine has its allowable number of Attack Torpedoes:
- first enhanced by its Torpedoes bonuses
- and then reduced by the total number of ASW capable Ships in its sector and in adjacent sectors.
- and then reduced by the total number of ASW Aircraft that attacked it this turn.
There is no limit in the reduction of torpedoes but a Submarine can always use a minimum of 1 torpedo if its range allows at least 1.
Thus a Destroyer that is in a sector occupied by a Submarine will be protected by its ASW capable friendly units (a pack of destroyers?) and will be able to survive long enough to try to destroy the spotted Submarine.

b) Firing and Running Deep Submarines:
1- During the Submarine Torpedo Attack Phase, any submarine that fires a Torpedo attack during its turn has a “Firing Sub” marker placed under it at the end of its Torpedo Attack. On its next turn, any submarine with such a marker from the First Player CAN’T move and any submarine with such a marker from the Second Player now moves before the First player Sea movement Phase.
2- During the Submarine Torpedo Attack Phase, any submarine that is in a sector with at least one ASW capable Ship and that did not fire a Torpedo attack during its turn has a “Deep Sub” marker placed under it at the end of the Phase. On its next movement turn, any submarine with such a marker will move after the Second player Sea movement Phase. (If some Subs are in this situation from the 2 opposing sides, then the First player plays all of its marked Subs before the Second player does, all of this of course after the regular Second Player Sea movement Phase).
Remove “Deep Sub” and “Firing Sub” markers after their move.

c) Submerged shot: Submarines that make a Torpedo attack against a local enemy submarine must re-roll another die for each of their 6’s. Another 4, 5 or 6 hit the submarine otherwise the first 6 is a miss. (8% per torpedo to hit)

In the original rules, it is VERY HARD to occupy the sector of a Sub with a destroyer before the destroyer is sunk as he can get closer by 1 sector per turn at the most if he gets Initiative on all the Turns!! This is even worse if an enemy Capital Ship is around to fire at the Destroyer while the Sub is under water. Actually, a Sub is a better defence for another Sub…hardly Historical.
Now, with the necessity of spotting Sub, limited Air range, the screening of any Sub’s torpedoes attacks and the loss or gain of a Sub’s Initiative when its revealed by firing a shot or runs deep, the Sub-Destroyer mini game is much more challenging and offers many more strategic moves. When a Sub fires and gives up its location, this is much more than being spotted in a sector, and thus by surely loosing its initiative towards enemy Destroyers on its next turn, it will most likely receive an ASW attack and at least be screened for its next attack. By not attacking during a turn, the Sub will regain its Initiative and run away…more realistic and it gives a chance to a Sub to get away from a Destroyer by going deep and it can attack another target on the next turn. Of course, it will then again be harassed by the escorting destroyer.


9- Units COOPERATIVE ATTACKS:

-1- Main Guns:
During the Surface Attack Phase, if more then one SHIP attacks a single target with their MAIN guns from different sectors, all Ships except for the First Ship (which has the best main gun) involved in the attack:
a) adds 5 extra attack die to its Main gun surface attack if the manoeuvring speed of his target is less then its own manoeuvring speed. (5 x 0.6 = Avg :3 successes)
b) adds 3 extra attack die to its Main gun surface attack if the manoeuvring speed of his target is the same then its own manoeuvring speed. . (3 x 0.6 = Avg :1.8 successes)
As an exception, the attacking Ships must announce together their cooperative attack, as they are committing their Main guns to that target Ship and cannot change their target for this Phase for their Main guns. Just keep in mind those ships as you normally resolve the attacks ship by ship.

This rule was debated for a long time. Historically, more Ships that fire on a same target is not more damageable, but from a game point of view, it works nicely and gives smaller ships a chance of a Hit by manoeuvring around a bigger target. Splitting your ships to attack a bigger ship and firing together from different angles brings panic, limited manoeuvres and uncontrolled deck fires. Anyway, this game is not Historical at all; just think of a U-boat captain that has to wait to fire its torpedo after all the Capital ships have fired in the previous Phase.


10- CARRIER capable AIRCRAFTS:

- All Carrier capable air units based on a Carrier benefit from their Carrier bonuses if any bonuses are related to their class and not just only a chosen one.
This new rule is intended to compensate the fact that the playing surface is not suitable to carriers. Carriers cost a lot with very few close power fire and they rely on an advanced scouting followed by numerous aircraft attacks before the target can move closer to respond. In this game, a carrier can strike maybe once before a target can fire back

11- OTHERS:

- Fighters that used their Air Defence Attack cannot use their Gunnery attack on the same Turn in the following Air Attack Phase. It just makes sense.
- Torpedo Boats are immune to Torpedoes and one may stack with 2 ships like a Sub would. In the normal rules, do not forget that Torpedo boats, although they cannot claim an objective, are ships that can prevent an enemy claiming one. But: Pt Boats within an Island adjacent to an Objective cannot deny enemy control.
-Any card that states that an event happens at the end of the second player movement is applied before the “Deep Sub” movement if any.





B- The Campaign Game: The War

A Campaign can be played by two players: one Axis and one Allies OR
A Campaign can be Solitaire.

General rules for both Campaigns:

Use our House Rules or any rules.

1- There will be 7 Battles in the Campaign game and in that order:

1) Britain against Germany (North Sea Battle)
2) Commonwealth against Italy (Tyrrhenian Sea Battle)
3) USA against Japan (Central Pacific Sea Battle)
4) USA against Germany (Atlantic Sea Battle)
5) Britain against Japan ( Indonesia Battle)
6) Britain against Italy (Mediterranean Sea Battle)
7) USA against Japan (South Pacific Sea Battle)

Make a Map for each theatre of war. It could be a generic Map with some islands or a Map in which the Land base would have a Historical value and some coastal important features such as a city or base near which you can install an objective.


For example:
-North Sea Battle: Scapa flow and Kiel could be the land bases and objectives could be adjacent to Bergen and Calais for the control Objectives and the middle of the sea for the pick up Objective.
-Tyrrhenian Sea Battle: Control Objectives: Algers and Corsica
Pick up Objective: Tyrrhenian sea
-Mediterranean Sea Battle: Control Objectives: Malta and Corsica
Pick up Objective: Western Mediterranean Sea
-Central Pacific Sea Battle: Control Objectives: Tarawa and Alaska
Pick up Objective: Midway Island
-South Pacific Sea Battle: Control Objectives: Guadalcanal and Port Moresby
Pick up Objective: Coral Sea
-Indonesia Battle: Control Objectives: Borneo and Vietnam
Pick up Objective: China Sea
-Atlantic Sea Battle: Control Objectives: Iceland and the Açores
Pick up Objective: Atlantic Sea

In all cases, each Battle has 3 X 40 points objectives. The middle one is a pick-up Objective and the other two are control Objectives. To win, you need 120 points of Objectives and enemy Ship casualties. See our House rules for the definition of a Control Objective.

2- The winner of the War is the first side that wins 4 battles.

3- Set up deployment: the side that has the lowest amount of points in his fleet sets second; if tied, the side that has the most number of Flagships sets second; if tied, choose random. It adds a price to being second to deploy. All fleets must have 100 points or less.

4- Auxiliary Ships have all the same ability: Convoy. This is in addition to the special ability of their card. Each of those Ships that can reach alive the starting row of the enemy side gives 20 points at the end of the turn to its owner and disappears. They can never control, deny or pick up an Objective.
- Casablanca: its secret Cargo is considered the same as an Auxiliary Ship Convoy but it remains in play after collecting the 20 points and must not be denied by enemy ships.
- XX: Flagship gets +1 for each 2 Destroyers round down.



And to those general rules, add these rules for:

Rules for Campaign 2 players:

1- Secretly each player chooses his Fleet of 100 points from its pool of available Units.

2- Each side plays the first Battle, and repeat the process until all 7 engagements are completed. When a Battle ends, both side surviving units go back to their pool for that Nation and they become available for the next Nation Battle fully healed except destroyed BB and CV that do not return for another battle.
Follow the Historical limits.

3- It is suggested that some Historical Units should be in each Battle but if your supply of units does not allow that, just ignore that rule.
North Sea: Hood and Bismarck.
Tyrrhenian Sea: Italy must have a BB.
Atlantic Sea: U-boats and USA destroyers and convoys.
Med Sea: Britain must have a CV and Italy must have a BB.
South Pacific Sea: Both must have a CV.
Central Pacific Sea: Japan must have Subs and USA must have a Land Bomber.
Indonesia Battle: Britain must have a Carrier.





Rules for Campaign Solitaire play:

1- You need to have a good collection of units to make the Campaign attractive and different.

2- This WAR Campaign is a random series of 5 battles without Historical restriction (otherwise all battles will look alike and we want to experiment goodies). First of all, gather all your Units (even your doubles) by nationality. Germany, Italian, Britain with its Allies, USA and Japan. This is your Pool for the War.
Make a list or a spreadsheet of these forces by Nationality with 8-12 possible Fleet Formations of 100 points or less for EVERY nation. That’s 40 Formations. You could make a BB fleet with DD, a CV with TB and CA, Subs DD and Aircrafts etc… such as to experiment all possible formations with weaknesses and strengths such as any 100 points fleets would have. It’s really a challenge to win a battle with a random fleet!

3- Object: To win the War for the Axis and Allies. The first side that wins 3 battles wins the WAR. Play the best you can with the forces you have.

4- Roll an 8-12 sided die for each side to choose each side’s formation for a Battle.

5- Once a Battle is accomplished, any one BB, CV,CVL,CVE killed in action will not be available for the rest of the War. Damaged and crippled Ships are all healed between battles.
All other ships and aircrafts are always available to Formations even if they got killed in previous Battles.
No Historical limitation, so you may include as many Ships of any type as you wish according to your Ship’s pool into your Formations.

Any Formation rolled that cannot be completely fulfilled because you lost a BB or a CV for which you do not have another one is unplayable for the rest of the WAR.
If an unplayable Formation is selected for a battle, you just re-roll the die.
If all Formations that are left are unplayable as they contain destroyed BB and CV for which you do not have replacements in your Pool, the first Formation rolled will play the battle depleted without the destroyed Ships.

Any formation can only be used once in the War, so if it happens to be re-rolled, you just re roll the die.
If you put the same BB and this is the only one you have in all a side’s formations, you risk loosing it and playing with a depleted formation during a future battle so your formations should be well varied. Just plainly FUN!
 
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Jonathan F
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Thanks for taking time to respond on such an old post.
 
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Pierre Philippe Goyer
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Looking for a Publisher for a Grand Strategic all fronts WW2 card game
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You'r welcome Jonathan...

Note: One of the main adjustements made here in the updated rules is the fact that Carriers have now a manoeuvrability of 2, meaning that they are less vulnerable to BB's although this is a game play issue and historically CV's were not more manoeuvrabled than BB's, I think.

Owll
 
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Minot
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Depends on the class (Essex was more maneuverable than a Standard Battleship), but in general they were of similar length and manuverability as a "fast" battleship.
 
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