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JeffH
05-11-11, 07:08
Currently theses rules will be in force for games at QKG and Stags

1/. Subs may move at speed 2 if they declare they are on surface
2/. Subs on surface count as destroyers when fired at.(ie only hit by 6 on main guns from battleships)
3/. Unless you are using ASW you have spot underwater subs on roll of 4+
4/. There will be a list of ships that can NOT be used in certain areas. Example HMS Hood in the Pacific. I am working this list now.
5/. When using sister ships that have a particular special ability that was the main ships alone it does NOT apply to sister ship. Example HMS Exeter ablitiy to come back on roll of 5 or 6 would not apply to HMS York
6/. Only WaS ships will be allowed in these games no other manufactures models
7/. When we get into linked themed games all players will be expected to have rule book

These rules are subject to change or addition. If for some reason you have a problem with any of there rules you may put a case forward however if your still unhappy please do not enter any games run in the games played at QKG or STAGS. We are trying to encourage a better quality of wargaming so your understanding is appreciated

Fox1
05-11-11, 07:47
Seems to make sense in many ways i know most of these have been tried out and have worked very well and haven't really upset games.

KingTiger
05-11-11, 09:21
to the ASW point, will patrol planes like emily and catalina be getting a bonus to the roll since spotting is there job?, also if they spot an enemy sub do other planes then have to spot since this information is relayed to those planes? , and are special abilities affected by the spotting rule, like ASW pinpointer?

will sister ships get a reduction in pts to allow for this drop in special abilities?, so would HMS yorks pts be reduced by say 2 or 3 pts to balance loosing a very useful ability?

for the ships in certain areas list will this be applied to scenarios and historical games only?, as otherwise all what-if ships would be unusable, and that would be a shame

also I really would like to chime in once more about crippled carriers, in the normal rules if your playing against a heavy american air fleet, and they have 3 enterprises, even when crippled there is no reduction at all on there ability to launch and recover aircraft, so in a heavy carrier fleet there offensive power is the same damaged or not for any nation, is there any way we can look at this, like rolling a 4+ to recover or launch a flight when crippled, or counting it as a land base (launch every other turn0 when crippled?, as I doubt a carrier would be able to keep up when fighting fires, counter flooding, clearing dead bodies, repairing holes in the deck etc.

Fox1
05-11-11, 09:45
for the ships in certain areas list will this be applied to scenarios and historical games only?, as otherwise all what-if ships would be unusable, and that would be a shame

I think from the way Jeffh was talking most if not all his points were aimed at the "historical scenario " based games he wishes to run ?

The crippled carrier point is interesting, how hard would that be to implement in games? would it make things over complex? Iv not had the experience you guys have had at playing this game but the rules for carriers do sound interesting and id like to try them if anyone is willing?

KingTiger
05-11-11, 09:53
I think the easiest way of doing crippled carriers is just class it like a land base, so you can only launch every other turn, representing it taking longer to rearm, refuel, or replace existing planes, I know I would take allot longer moving a 500lb bomb if the deck was on fire :p

JeffH
05-11-11, 10:21
Never looked at crippled carrier idea but I like the idea.
The points reduction for ablities lost could be something we look at and post list
ASW for specialists is good point so have give it a thought or 2

All fair and good points nice see someone giving it thought

KingTiger
05-11-11, 10:35
pts costs for sisters is something I once worked on long ago to try and make every ship unique, with SA's that differed from the lead ship based on history, however I never finished that list and lost all the info and would need to start it all again, depends on how interested people would be in something like that for more advanced play, as the list would be quite large for some nations (though I would skip DD's and subs, as there are far too many, but they don't require it really)

it also included updated older ships from early sets, to bring them up to current levels or solve mistakes

American John
05-11-11, 11:43
pts costs for sisters is something I once worked on long ago to try and make every ship unique, with SA's that differed from the lead ship based on history, however I never finished that list and lost all the info and would need to start it all again, depends on how interested people would be in something like that for more advanced play, as the list would be quite large for some nations (though I would skip DD's and subs, as there are far too many, but they don't require it really)

it also included updated older ships from early sets, to bring them up to current levels or solve mistakes

It would definitely be interesting to be able to have sister ships with either no skills or with differing skills if you have the time to work it out - after all not every Queen Elizabeth is going to be sniping battleships from halfway across the globe.

Might also help those fleets suffering from a lack of variety in their options for cruisers and battleships because they haven't been released yet (again looking at the brits - i'm biased sue me :P)

- End of Line -

KingTiger
06-11-11, 12:35
just as a little curiosity piece mentioning the QE's

HMS Queen Elizabeth 41pts
0 flag
speed 2
same gunnery as warspite
5 / 4 / 3 / 3 2nd
3 / 3 / 3 tertiary
AA7
Slow 1
extended range 4
Battery Silencer: this unit rolls one extra attack die when making main gunnery attacks against shore batteries and instalations

HMS Warspite 46pts
as card, but AA value 6

HMS Valiant 41pts
1 flag
speed 2
same gunnery as warspite
5 / 4 / 3 / 3 2nd
3 / 3 / 3 tertiary
AA7
Slow 1
extended range 4
sail her to Alexandria: when this unit loses its first hull point replace slow 1 for slow 2, on the loss of her second replace slow 2 for slow 3

HMS Barham 45pts
Flag 0
speed 2
same gunnery as warspite
same second as warspite
same tertiary as warspite
AA6
Slow 1
extended range 4
battleship engager: this unit rolls 1 extra attack die against battleships as long as the player won and took initiative this turn

HMS Malaya 46pts
Flag 0
speed 2
same gunnery as warspite
same second as warspite
same tertiary as warspite
AA6
Slow 1
extended range 4
Guard the Convoy: while this unit is in the same sector as a friendly auxilliary unit enemy units cannot attack that auxilliary unit until this unit has been attacked at least once in the same phase

HMS Agincourt 43pts (never completed)
flag 0
speed 2
same gunnery as warspite
same second as warspite
same tertiary as warspite
AA6
Slow 1
extended range 4

JeffH
06-11-11, 11:01
I do like some of the traits you thought ablout for QE's however to start adding and subtracting tons of stuff may not be good for our current thought although I am not discounting all of it.
We will start with a few small bits and see how it goes.
Example QE apart from Warspite will not get range 6 shot and I think a 1 or 2 point reduction on the sister ships. I going look at current cards later and add list on forum of my ideas so please be patient

KingTiger
06-11-11, 11:27
my idea was basically just for those who want to go a little further, by all means simple changes are best for now, but points may come where people want more detailed sisters, and it would be nice to have some alternative new cards and corrections to older cards

JeffH
06-11-11, 03:16
Just add to this I like using graphic program to make the sisters Cards so people can download and print them out.