David in Sydney (now in Coffs)
Australia
Coffs Harbour
NSW
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G'day all,



As you might know our group have these 1:700 ship models and a hankering for a lower level of simulation

and

If you know me then you know I can't let a set of rules go by without having my own go at tweaking - so.....



Modern Naval Battles in littoral waters in miniature (vDM-1)



Introduction:

Modern Naval Battles - Global Warfare (MNB-GW) pits blue seas fleets against each others across the oceans expansions.

Modern Naval Battles in littoral waters in miniature (MNB-LM) is a lower level of conflict, smaller ships at closer ranges, and as such introduces a number of new features and some new rules while retaining the key elements of MNB-GW.



Key differences:

Sectors - either squares or hexes in which units are.

Miniatures - while cards could be used these rules are written for miniature; ships, submarines, aircraft, helicopters and terrain.

Movement - instead of deployment in the three rows of your area plus submarines, all your units can move between sectors across the entire playing surface.

Contacts provide for semi-hidden units - it introduces Submarine, Surface and Air Contacts, a contact could be a real unit or a false contact - there are a few ways of finding out - till then they add an element of doubt.

New weapons symbols - introduces some new weapon symbols for ships, aircraft and helicopters and a new concept the Land Assault symbol.

Weapon Range - as movement is between sectors, weapon range is between units in sectors, with units in the same sector at range 0, those distant may be further than 5 sectors away.

Helicopters and Aircraft - are units like ships in the game that can attack and can be destroyed.

Command Capacity - Intel cards and mid-course correction of cruise missiles requires models on table with Command Capability.

Campaign modifications - MNB expansion 2 is due soon, a number of rules from that will be included in these.



Details:

Sectors - divide the playing area into either squares or hexes (sectors) using string, paint, tiles or tape, have the sectors big enough for the majority of ship models to fit wholly within.
Divide up the sectors into two areas of home waters with a line at least 1 sector wide of contested sectors between the home waters.
Place any land or shoals (on sector edges, they can also occupy entire sectors)
Players then take it in turns to deploy one of their units or contacts in the following order:
1/ All Civilian models, then
2/ All Land models, then
3/ All Ship models, then
4/ All Helicopter models, then
5/ All Aircraft models, then
6/ All Submarine models, then
7/ All Air contacts, then
8/ All Ship contacts, then
9/ All Submarine contacts
Only submarine models and submarine contacts can be deployed in the contested or enemy sectors.

Miniatures - pick a scale, ships and submarines should be the same scale, Helicopters and Aircraft can be a larger scale and land is usually a smaller scale than ships. Missile models are optional.
We use 1:700 Land and ships, 1:350 aircraft and helicopters and 1:144 missiles. Contact markers are either counters or plastic "dark circles".

Movement

In a players re-deploy step, the player can only move their units the following number of sectors in any direction:

Submarine Contacts - 1

Surface Contacts - 1

Air Contacts - 2

Submarine - 0 if passive or active, if roll greater than or equal to the submarine's current active evade then 1

Ship - 1, if roll greater than or equal to the ship's current evade then 2

Helicopter - 2, if roll greater than or equal to the helicopter's current evade then 3

Aircraft - 3, if roll greater than or equal to the aircraft's current evade then 4

in the players discard cards phase that player may move Aircraft 1 sector.

Surface and Submarine Contacts as well as Ships and Submarines may not move through a sector side that has land or shoals even partially along it.



Contacts (semi-hidden units)

When selecting your start up fleet, you may select any number of Contact markers paying VPs as detailed below.

Each marker can represent either a real unit of a false contact, when a Contact is revealed replace it with either the model that it was "hiding" or with nothing if it was a false contact.

A contact may be attacked, however it has an evade defence that is resolved before any other, if it fails then the model must be placed immediately on the table, and the other defences are resolved.

2 Submarine Contacts for 1 VP - each is marked either as a specific Submarine model or nothing (false) - Has an Evade 4 symbol or an Evade 3 symbol if in a sector adjacent with at least one edge being land.

1 Surface Contact for 1 VP - each is marked either as a specific Ship model or nothing (false) - Has an Evade 4 symbol or an Evade 3 symbol if in a sector adjacent with at least one edge being land.

1 Air Contact for 1 VP - each is marked as a specific a Helicopter or Aircraft model or nothing (false) - Has an Evade 4 symbol or an Evade 3 symbol if in a sector adjacent with at least one edge being land.

A Contact is revealed when any of the following occurs:

1/ The owning player chooses to do so in their redeploy phase

2/ The attacking player uses a weapon symbol of the unit or it's command capacity at any time

3/ A Contact fails it's evade roll

4/ A Ship Contact is one sector away from; an enemy ship model, submarine model, ship contact or submarine contact

5/ An Air Contact is two sector away from; an enemy ship model, aircraft/helicopter model, ship contact or air contact

6/ An enemy player plays an Intel Card as an attack against the Contact that isn't countered by an Intel Card

In a players re-deploy phase, a player whose submarine is passive and no enemy models or contacts are within 1 sector may replace the model with two Submarine Contacts (one being the unit the other being false).



New weapons symbols

AS-# this Air Strike symbol is to be found on helicopters and aircraft, it indicates that those units use the AS rating of a ship symbol or air support card or bomber mission card to resolve it's attack.

ASW-# this Anti Submarine Warfare symbol is to be found on helicopters and aircraft, it indicates that those units use the ASW rating of a ship symbol or air support card to resolve it's attack.

AD-# this Air Defence symbol is to be found on helicopters and aircraft, it indicates that those units use the AD rating of an air support card to resolve it's attack on a helicopter or aircraft or Air Contact (does not effect missile cards).

PD-x the Point Defence symbol is to be found on ships, and acts as an AD symbol against a Surface-to-Surface Missile or Cruise Missile attack on the ship with this symbol.

LA-x the Land Assault symbol is to be found on ships, helicopters and aircraft, it acts as an Air Strike against land units and civilian units, if successful the land/civilian unit is either destroyed or captured as the attackers chooses.

NOTE: Using the # from a ship counts as that ships attack as well as the helicopter or Aircraft attack for that turn .



Weapon Range

All weapons may attack an enemy in the same sector if they can attack a target at 1 range, other than the following use the printed range on the gun or missile card of the attack.

The following units get a weapon range:

Intrinsic Air Defence (AD) of a model in both attack and defence measures the range to the Helicopter, Aircraft or Missile with the following maximum ranges:

AD-6 = 1

AD-5 = 2

AD-4 = 3

AD-3 = 4 (Note: Air defence may be used to attack enemy Helicopters, Aircraft and Air Contacts in range in the players attack phase)

Anti Submarine Warfare (ASW) from a ship, helicopter or aircraft has a range of 0

Anti Submarine Warfare (ASW) from a submarine has a range of 1

Torpedo (Torp) from a ship, helicopter or aircraft has a range of 0

Torpedo (Torp) from a submarine has a range of 1

Point Defence (PD) has a range of 0

Air Strike (AS) has a range of 0

Land Assault (LA) has a range of 0.

Cruise Missiles range can be measured in sectors from the firing model to a friendly model with Command Capacity (providing mid-corse corrections) then up to it's maximum range to a target.
(e.g. a cruise missile card is for 3 range, an enemy ship is 5 sectors away, a friendly aircrafft with Command capacity is two away from the firing ship and 3 away from the target, then that target ship would be in range. Note: a successful Air Defence against the aircraft would negate the missile missile attack)

Small Gun, Medium Gun, Large Gun, Anti Submarine Warfare, Surface-to-Surface Missile and Torpedo weapon symbols may not measure range through a sector side that has land even partially along it, however Guns and SSM may attack a land target on that land.



Helicopters and Aircraft

These units are treated like ships in the game rather than as abstracts and as such can move, attack and can be destroyed.

If attacking an enemy unit a successful defence negates the attack without effecting the attacking Helicopter or Aircraft

In the enemies attack phase, a successful Air Defence attack (action card or intrinsic AD) will force an Air Contact to be revealed and may destroy a Helicopter or Aircraft.

In the enemies attack phase, a successful Gun action card attack will destroy a Helicopter (but not an Aircraft).

Generic air units (draft):

Fighter-Bomber - Aircraft - 1 Hull, AD-#, AS-#, Evade-6 @4 VP

Interceptor - Aircraft - 1 Hull, AD-#, Evade-5 @3 VP

Bomber - Aircraft - 1 Hull, AS-#, Evade-6 @3 VP

Strike - Aircraft - 1 Hull, SSM, Evade-6 @4 VP

AWAC - Aircraft - 1 Hull, Command Capacity -1 @6 VP

Patrol - Aircraft - 1 Hull, AS-6, ASW-6 @4 VP

Gunship - Helicopter - 1 Hull, AS-#, Evade-5 @3 VP

Anti-sub - Helicopter - 1 Hull, ASW-# @2 VP

Assault - Helicopter - 1 Hull, LA-6 @2 VP

NB: aircraft and helicopters that attack using an action card or an intrinic ability of a ship are out of ammunition automatically (even if the action card attack is stopped/evaded).
Those that use an intrinsic ability either of the aircraft/helicopter are not out of ammunition.

Command Capacity

Command Capacity ratings do not add, use the highest Command Capacity rating of a model of yours that is on the table.

Playing Intel cards and utilising the mid-course correction of cruise missiles requires one or more friendly models with Command Capability to be on table.

Repair Card - is limited to repairing upto 4 damage in total from a single or multiple ships. Ships repairing may not attack.

Campaign modifications - MNB expansion 2 is out, a number of rules from that will be included in these over time, as a start:

Ammunition depletion - Helicopters and Aircraft low after making an attack, and out if already low, by returning to base they may remove low and out counters. A helicopter may base at a ship model with a helicopter pad*.
An aircraft may only base at an airfield on table.
(* i.e. the model has a pad and a hangar)

Civilian ships - of a major power that won't take kindly to them being sunk, cost 4 VP have 3 Hull, a play may buy these with VP and deploy them like normal units, including having them deployed as contacts, if they are sunk by the enemy they count towards your VP total. Once the models are on table they do NOT reveal enemy contacts.

Design your own units:
watch this space - I had some rules but managed to abuse them badly - so I'll need to make a fresh start when I have time.
Currently - use the ship cards in the game - but feel free to use them to represent smaller ships if your opponent agrees...
e.g. MNB-GW FFG card could be used to represent a large FAC(M)
e.g. MNB-GW ship card with CM weapon symbol may be used to represent a ship with surface to surface missiles that fit the game effects of a cruise missile.

Here are some very basic design rules for ships (aircraft & submarines need more work) - note a ship can have multiple weapons symbols - useful for action cards needing multiple and for weapons that run out of ammo (Torp, SSM, CM):
Hull = 1 + 1xHull
Sml G = 1 ea
Md G = 1 ea
Lr G = 3 ea
Torp = 1 ea (ammo)
SSM = 1 + 1 ea (ammo)
CM = 1 + 2 ea (e.g. CM=3VP, 2CM = 5VP) (ammo)
PD = PD-6=1, PD-5=3, PD-4=6 (max) (self only)
AD = AD-6=2, AD-5=4, AD-4=6, AD-3=10 (max + rng)
ASW = ASW-6=1, ASW-5=2, ASW-4=4, ASW-3=8 (max)
CC = CC-1 = 4, CC-2 = 10, CC-3 = 18 (max)
Sub Total up all of the hull, weapons etc then...
Evade = EV-6 x 1/3 rnd down, Ev-5 x 1/2 rnd down, Ev-5 x 2/3 rnd down
For Total VP.

e.g.
Patrol Boat (PB): 1H, SmlG. Ev-5 = 3 + 1.5rd = 4VP
FAC (G): 1H, MdG. Ev-5 = 3 + 1.5rd = 4VP
FAC (T): 1H, Torp, Ev-5 = 3 + 1.5rd = 4VP
FAC (M): 1H, SSM, Ev-5 = 4 + 2rd = 6VP (eg Komar)
FAC (M): 2H, 2SSM, Ev-5 = 6 + 3rd = 9VP (eg Osa)
etc

Design your own scenerios:
Please do!
Otherwise you can use the campaign expansion as it allows for linked battles.


Options:
Sector less - the rule of sticks.
If sectors offend you, then use a measuring stick, a stick is 1 sector long, if the range between nearest points of a model is less than 1/2 a stick then the range is 0. All units move in straight sticks from the front of the model to the front of the model, however a model can't go back through itself, and that the orientation of the model cannot be changed such that the unit range to enemy units/contacts within 5 sectors is altered by more that 1/2 a stick. (ie no abusing the ability to change orientation of the models to look good to get into/out of range)

Destroyed units - mark them with Flames and leave them on table, or have some oil patches and wreckage or take them off - what-ever workds for you, they have no further effect on the game.

Acknowledgement:

The above rules are based on DVG's rules, inspired by SeaStrike and other rules and stolen from Mac.

more to come anon.....

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David in Sydney (now in Coffs)
Australia
Coffs Harbour
NSW
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Edited the above rules
Please feel free to comment... especially likes/dislikes...
I'd love to hear if any have given them a go...
 
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David in Sydney (now in Coffs)
Australia
Coffs Harbour
NSW
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I'll try to post some pictures of Saturday nights game..

Generally worked quite well except:
point system needs some work (again),
submarine movement needs some work (contact and active - move 1, passive - 0),
Air Defence in the attackers phase - what should be able to defend against - obviously intel and near miss - what if any else???
re-inforcements tended to be aircraft as they could get to were the action was faster (hmm need a reason not to also sit near your base line - scenerios and/or VP???)
repair card should also be able to reduce 1 ship/sub/aircraft out to low or remove low.
Screening ship (aircraft) must be within 1 sector (can it be enemy???)
card play - optional rule to deviate from place all attacks, then place all defences to a more attack/respond type.
more anon....
 
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David in Sydney (now in Coffs)
Australia
Coffs Harbour
NSW
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Pictures from the battle...





 
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David in Sydney (now in Coffs)
Australia
Coffs Harbour
NSW
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End game



 
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David in Sydney (now in Coffs)
Australia
Coffs Harbour
NSW
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1 sector = 2 white dots
1 white dot = 0 sectors distant
contested seas were thus 2 sectors across and contained the port.

A way to encourage players to not keep everything close to their base edge (where reinforcements come in) is for a couple (3?) of sectors in the contested area to be each worth x VP if you are the only side with a ship model (not submarine, helicopter, aircraft or contact) in that sector at the end of your active part of the turn.

Comments?

anyone want more photos?
 
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David in Sydney (now in Coffs)
Australia
Coffs Harbour
NSW
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Photos of Fridays naval engagement to come soon...
 
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David in Sydney (now in Coffs)
Australia
Coffs Harbour
NSW
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Uploading as I type.
The game saw two 80VP fleets (see above edited point system) fighting it out around some disputed islands.
With set up time and discussion and learning the game took ~4 hours, despite my fleet losing it's Missile Corvette early I managed to swamp Lee's Frigate with SSM and Torpedoes before turning on his Hydrofoils to claim victory.
 
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David in Sydney (now in Coffs)
Australia
Coffs Harbour
NSW
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Images at:

http://www.boardgamegeek.com/images/user/401847

MNB in Littorial

The start - Many Ship and submarine contacts - some real!


My Corvette about to be ambushed by Lee's FAH's


A harpoon got through..


towards the end..
Lee's FFG is overwhelmed - dodging SSMs my hyrofoil closed to launch an anti ship torpedo and from out of photo my 2 Osa launch a SSM each


I then get to turn on his FAH.. and my corvette is revenged...




 
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Joseph Freeman
Australia
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you'll have to give me ago of this type of game, can't remember of we already have? cheers Joey :0
 
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