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

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



Our group have been using 1:700 ship models and a hankering for a lower level of simulation than is in Modern Naval Battles but not quite teh level of SeaStrike

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.....

Taking two sets of rules that I love (MNB and SeaStrike) we get...


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



Introduction:

Modern Naval Battles - Global Conflict (MNB-GC) 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-GC.



Key differences:

Sectors - either squares or hexes in which units are.

Miniatures - while cards could be used these rules work well with miniature; ships, submarines, aircraft, helicopters and terrain.

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

Semi-hidden units - introduces Submarine, Surface and Air Contacts, a contact could be a real unit or a False contact - their 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 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 holey within.

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.



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 roll greater than or equal to the ships current evade (passive/active) then 1

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

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

Aircraft - 3, if roll greater than or equal to the ships 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.



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 adjacent to a sector containing 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 adjacent to a sector containing 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 adjacent to a sector containing land.

A Contact is revealed when:

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

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

3/ A Submarine Contact fails it's evade roll, or

4/ A Ship Contact is one sector away from; an enemy ship model, submarine model, ship contact or submarine contact or it fails it's evade roll.

5/ An Air Contact is two sector away from; an enemy ship model, aircraft/helicopter model, ship contact or air contact or it fails it's evade roll.

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.



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.

PD-x the Point Defence symbol is to be found on ships, and acts as an AD symbol against an Air Strike, Surface-to-Surface Missile or Cruise Missiles 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.

NOTE: Using the # from a ship counts as that ships 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.

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 will force an Air Contact to be revealed and may destroy a Helicopter or Aircraft model.

Generic units (draft):

Interceptor - Aircraft - 1 Hull, AD-#, AD-5, Evade-5 @2 VP

Bomber - Aircraft - 1 Hull, AS-#, AD-6, Evade-6 @2 VP

Strike - Aircraft - 1 Hull, SSM, AD-6, Evade-6 @2 VP

AWAC - Aircraft - 1 Hull, Command Capacity -1 @3 VP

Gunship - Helicopter - 1 Hull, AS-#, Evade-5 @2 VP

Anti-sub - Helicopter - 1 Hull, AS-# @1 VP

Assault - Helicopter - 1 Hull, LA-5 @1 VP



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.



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

Repair Card - is limited to repairing 1 hull on 1 ship

Ammunition depletion - Helicopters and Aircraft automatically are out after making an attack, by returning to base they may be rearmed. A helicopter may base at a ship model with a helicopter pad.

more.....



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, noting that orientation is unhindered.



Acknowledgement:

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