My naval warfare system

Have you been playing with some house rules over the years - or even recently invented, that you'd like to share?
Post Reply
User avatar
Der Kuenstler
Posts: 39
Joined: Wed Jun 25, 2008 9:19 am

My naval warfare system

Post by Der Kuenstler » Thu Mar 01, 2012 11:11 am

(Post removed due to adjustments made.)
Last edited by Der Kuenstler on Sat Jul 07, 2012 3:38 pm, edited 1 time in total.

Caractacus
Posts: 548
Joined: Tue Apr 06, 2010 4:18 am
Location: Turku, Finland

Re: My naval warfare system

Post by Caractacus » Fri Mar 02, 2012 10:28 am

In our game, we also use a three hit rule for Battleships and two for Cruisers and Aircraft Carriers (Fleet Carriers).

The cost for repair for us is 4 per hit for Battleships and 3 per hit for Cruisers and Carriers.

They don't cost as much to repair as your system, but they have to sail on their own according tot he rules to a naval Base and then be a turn there, too, (as well as pay costs) to be repaired. In other words, they don't work as well as 'soakers' to take 'free' hits as they do in the base game.

And in our game, too, there is an Attack and Defence Value reduction of 1 per hit sustained.

In other words, I like your system 'cos it looks like mine! :wink:
Caractacus.

User avatar
Der Kuenstler
Posts: 39
Joined: Wed Jun 25, 2008 9:19 am

Re: My naval warfare system

Post by Der Kuenstler » Fri Mar 02, 2012 2:51 pm

Caractacus wrote:...they have to sail on their own according tot he rules to a naval Base and then be a turn there, too, (as well as pay costs) to be repaired.
Interesting - how do you keep track of what ship is damaged and how badly while it is sailing to be repaired?

Thanks for the reply - it shows these systems must be pretty logical for them to be so similar on different sides of the world.

Caractacus
Posts: 548
Joined: Tue Apr 06, 2010 4:18 am
Location: Turku, Finland

Re: My naval warfare system

Post by Caractacus » Sun Dec 01, 2013 8:18 am

Der Kuenstler wrote:
Caractacus wrote:...they have to sail on their own according tot he rules to a naval Base and then be a turn there, too, (as well as pay costs) to be repaired.
Interesting - how do you keep track of what ship is damaged and how badly while it is sailing to be repaired?

Thanks for the reply - it shows these systems must be pretty logical for them to be so similar on different sides of the world.
Sorry about the delay! I place a disc under the ship - one for each hit sustained...
Caractacus.

NinjaEskimo012
Posts: 15
Joined: Sat Dec 17, 2016 3:33 am

Re: My naval warfare system

Post by NinjaEskimo012 » Fri May 19, 2017 4:40 am

Hey Der Kuenstler, would you mind posting your naval warfare system again? I'm looking for ways to improve the naval system in the game, and I'd like to see how my system compares to yours.

For starters, I use some modified rules:

1. Artillery defend at a 3 when paired with two Infantry (or Infantry substitute, e.g. Paratroopers, Marines, or Mechanized Infantry), reflecting their historical use as defensive powerhouses. In general, tanks defend at a 2 unless paired with an Infantry, reflecting their historical use as offensive weapons meant to punch through enemy lines and their need for Infantry support when caught unawares; Tanks have been reworked so that historical Light, Medium, and Heavy classes of tanks are available (Heavy Tanks require the technological breakthrough). Multinational defenses may not make use of these pairings unless pertinent national advantages allow them to do so.
2. Planes have an adjusted casualty status. They may only be taken casualty when shot by other planes (in a dogfight), AAA guns, or Naval AA. This is done in imitation of the game mechanics already in place for Artillery; historically artillery and anti-aircraft guns did not constitute their own separate divisions (aside from a few exceptions), but the game mechanics of Axis and Allies imply that they do. Therefore, the importance of AA guns is strengthened by their being the only units aside from other planes that can shoot down enemy aircraft. Aircraft in the game have also undergone a reworking to be less overpowered given their new near-invulnerability; strategic bombers now have a smaller normal attack and no defense (reflecting their rare use as front-line combat planes and their more pronounced role in attacking enemy industry); fighters now have a smaller attack and defense, but are critical assets to deploy against enemy air units; and tactical bombers have been divided into dive bombers (the most common bomber to frequent WWII battlefields) and torpedo bombers (almost exclusively anti-ship).
3. AA guns automatically shoot at enemy planes (once per plane, like in Classic) transiting through their airspace. AA guns always defend against direct attacks at maximum capacity (e.g. In an doomed Operation Sea-Lion, Germany uses 2 Strategic Bombers in the attack, and the UK still has all 4 AA guns present; the AA guns would make 12 air defense rolls prior to normal combat, and the 2 German Strategic Bombers would, understandably, get shredded). AA guns may be used offensively in the Combat Move and Conduct Combat phases, but their maximum capacity is reduced to 1 shot each during the normal combat round; defensive AA guns fire at capacity in the Dogfight/Opening Fire segment of the Combat Sequence, skip the first round of normal combat, and then join their offensive counterparts shooting once per AA gun during the normal combat rounds for the rest of the combat.
4. Naval AA guns vary in size (listing number of total AA shots fired by that ship, not the number of shots taken against each aircraft), and do not fire automatically at planes transiting the SZ like land-based AA guns. (Combined Arms) necessitates pairing with a ship of larger size to achieve listed #AA, otherwise #-1AA (Exception: CVE merely needs another surface ship present); pairing with ship of same size results in 1 ship achieving listed #AA, the other #-1AA; no double pairing. Naval AA guns fire at full capacity during the Dogfight/Opening Fire segment of the Combat Sequence, then once/capable ship during the normal combat round starting with the second round of combat (Exception: CV and CL units fire at full capacity every time they're able to fire).

As for the ships' notation: USN hull classification - ship type, '# aircraft, (cost/attack/defense/movement), #-hit, #AA, Anti-Sub Weapon; note(s)

Carriers
CV - (fleet) carrier '2 (20/0/1/2) 2-hit, 2AA; can only utilize 1 plane when damaged
CVL - light carrier '1 (14/0/0/2) 1AA
CVE - escort carrier '1 *ftr (9/0/0/1) 1AA* (combined arms), ASW; *CVE-based fighters +1 A/D against subs

Ships of the Line (bombardment at listed attack value)
BB - battleship (22/4/4/2) 2-hit, 3AA, 2 (targeted) bombardments
CB - battlecruiser (18/4/4/3) 1AA, 1 bombardment
CA - heavy cruiser (14/3/3/3) 1AA, 1 bombardment
CL - light cruiser (10/2*/2*/3) 2AA* (combined arms), 1 bombardment; *+1 against ships of equal or smaller size (guaranteed hit on a 3 if present)

Other Ships & Miscellaneous
DD - (screen) destroyer (8/2/2/2) 1AA, ASW
DE - destroyer escort (6/1*/1*/1) 1AA* (combined arms), ASW, *+1 anti-sub
DM(S) - minelayer/sweeper (8/2/2/2*) 1AA* (combined arms) *-1 move per mine laid/swept; capacity 1 mine
SS - submarine (6/2*/1/2) *Sneak Attack unless ASW present
mine - 2 IPCs, placed directly onto DM(S) adjacent to industrial complex+Naval Base; roll +1/6 hit upon entering minefield, up to +3 per SZ, but 3 mines will have 1/6 Friendly Fire

And because Naval Warfare interacts with Air Warfare:

Planes
Fighter (8*/2Ɨ/2Ɨ/4)
- *first purchase per factory 7 IPCs per turn
- Ɨ +1 vs. air units (guaranteed hit on a 3 if present)
- combat values +1 if they are paired with another small plane, have air superiority, and there are no remaining AA guns (land or naval).
Torpedo Bomber (10/2*/2/4)
- *+2 against ships
- last casualties from naval AA-guns when paired with 2 fighters and/or dive bombers while attacking
- must be taken as the first casualties from opposing fighters' offense/defense if not accompanied by other small planes.
Dive Bomber (11/3*/2/4)
- *+1 if paired with a fighter or tank
- may target a ship in first round of combat if paired with 2 fighters, but can't assign more than one bomber/ship's health unless all other capital ships have also been so targeted,
Strategic Bomber (12/1/0/6)
- basically only for SBRs or paradrops

And because Naval Warfare is also affected by facilities:

Production Facilities
Minor Factory (costs 12/produces 3)
- requires territory>2 to place, can't produce anything that costs more than 8 IPCs
- must have Naval Base and Air Base to produce those units
- upgrade to Major Factory for 10 IPCs (allows 4 units produced same turn)
Major Factory (c20/p5)
- requires territory>3 to place
- reduced to Minor Factory upon capture; can be rebuilt by captor on captor's subsequent turn
Industrial Complex (NA/p10)
- cannot build outright, or be upgraded to from a Major Factory (must rely on the ones from the start of the game)
- reduced to Major Factory upon capture
Army Base (c10/p2*)
- requires territory OR island>1 to place, limit 2 per territory/1 per island
- *produces 2 Infantry OR 1 Artillery/Mechanized Infantry/Marine/Paratrooper/AAA/Light Tank
- sustains 4 damage upon capture (which might destroy the base)
Dry Dock (c10/supports2*)
- Naval Base addition, limit 2 per Naval Base, required to build capital ships (CV, CVL, BB, CB)
- must be built in conjunction with (either a Major Factory or Industrial Complex) + Naval Base, allows for up to 2 capital ships to be built there per turn (which count towards the production value of the Major Factory or Industrial Complex)
- limit 1 per territory if in conjunction with Major Factory, 2 per territory if in conjunction with Industrial Complex (the extra one is still kept if the IC is destroyed)

Defensive/Logistical Facilities
Entrenchment (c2/s1*)
- can be built anywhere, limit 5 per territory
- *supports 1 Infantry/Marine/Paratrooper by +1 Defense
- can be used to soak one hit
- may be destroyed if targeted and hit by a Paratrooper's opening fire, or if hit by one bombardment shot (BB may target)
Blockhouse (c9/s3*)
- can be built anywhere, limit 2 per territory or 1 per island
- *supports up to 3 Infantry/Marines/Paratroopers by +1 Defense and +1 Hit (e.g., an Infantry in a Blockhouse must be hit twice in a round of combat in order to be taken as a casualty)
- units in a Blockhouse may not contribute to defensive pairing, and must be taken as the last Land casualties
- may be destroyed with 3 bombardment shots (BB may target)
- may be destroyed if targeted and hit by 3 Paratroopers' opening fire
- minus 1 support per 3 damage/1 bombardment/1 Paratrooper hit
Coastal Gun (c6/a0/d1/s1*)
- can be built on a coastal territory/island, limit 3 per territory/1 per island
- may hit attacking CL/DD/DE/DM(S)/transports when defending against an amphibious assault, or CL/DD/DE/DM(S) during a preceding naval battle
- *allows for one defending Artillery of the controlling power to also hit said ships during an amphibious assault @D1
- may be destroyed with 2 bombardment shots (BB may target)
- may be destroyed if targeted and hit by 2 Paratroopers' opening fire
Airfield (c6/s2)
- can be built anywhere, limit 4 per territory/2 per island
- supports up to 2 aircraft (e.g. scramble, +1 movement)
Air Base (c15/s5)
- can be built anywhere, limit 2 per territory/1 per island
- supports up to 5 aircraft (e.g. scramble, +1 movement)
Submarine Pen (c8/s2*)
- Naval Base addition, limit 2 per Naval Base
- supports up to 2 submarines, which may submerge even with enemy destroyers present either while defending or during Non-Combat Movement
Fueling Depot (c6/s2*)
- Naval Base addition, limit 2 per Naval Base
- supports up to 2 ships (+1 movement)
Naval Base (c15/s5*)
- can be built anywhere along the coast, limit 2 per territory/1 per island
- can have up to two additions (Dry Dock, Submarine Pen, Fueling Depot)
- supports up to 5 ships (e.g. repair, +1 movement)

Every facility is susceptible to SBRs from both Strategic Bombers and Dive Bombers except fro Major Factories and Industrial Complexes (only Strategic Bombers). For all facilities, production/support of units ceases when they sustain damage equal to their production/support capacity (EXC: Blockhouses), and the facility is removed when the damage equals the cost to build it. For example, a Major Factory can only produce two units when it has 3 damage, cannot produce units when it has 5-19 damage, and is removed from the board when it sustains 20 or more damage. Likewise, an Air Base would only be able to support one aircraft (e.g. scramble, +1 movement) when it has 4 damage, cannot support aircraft when it has 5-14 damage, and is removed from the board when it sustains 15 or more damage. All facilities utilize the OOB rules regarding AA, except for: Airfields, Army Bases, and Coastal Guns, which only supply 1 AA shot; Entrenchments and Blockhouses, which rely on Anti-Aircraft Artillery and interceptors for their defense; and Dry Docks, Submarine Pens, and Fueling Depots, which are considered additional parts of the Naval Bases which they must work in conjunction with, but are separate bombing targets.

Looking forward to hearing from you (and others),
NinjaEskimo012

User avatar
Der Kuenstler
Posts: 39
Joined: Wed Jun 25, 2008 9:19 am

Re: My naval warfare system

Post by Der Kuenstler » Tue May 23, 2017 7:23 pm

Hi Ninja - I no longer have those old rules I posted, but our current rules can be downloaded here:

http://www.mediafire.com/file/2sq7ll3im ... 7.0_ed.pdf

The naval warfare system can be found in there - the main differences from standard being convoy raiding, subs, and destroyers. Looks like you have quite an extensive set of rules there yourself!

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest