A simple convoy raiding system...

Have you been playing with some house rules over the years - or even recently invented, that you'd like to share?
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Der Kuenstler
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A simple convoy raiding system...

Post by Der Kuenstler » Tue Aug 14, 2012 6:21 am

The current alpha 3 rules for convoy raiding are not that great, in my opinion. They do not fit with the rules of strategic bombing which is also a type of economic attack. For example:

1. In strategic bombing, the higher number you roll, the better. In A3 convoy raiding, you don't want to roll higher than a 3.
2. In strategic bombing, there is a risk of losing planes from AA fire each time you try it. In A3 convoy raiding, there is no risk. You just roll and see how much hurt you do.
3. In strategic bombing, only bombers (or tactical bombers if you have them) can do it. In A3 convoy raiding, all surface warships and carrier based aircraft can do it. Some you roll 2 dice and some you roll one die.
4. In strategic bombing, the damage is immediately applied to the IC bombed. In A3 convoy raiding, the damage has to be remembered and subtracted from your income collected.

Most of this is needless and only complicates and subtracts from the enjoyment of the game, IMO.


• ONLY Submarines have the ability to attack the economy of enemy nations by attacking convoys.
• Convoy symbols can be found in different sea zones on the world map. Each convoy symbol has a small roundel on it that identifies what nation the convoy belongs to.
• There are three conditions that must exist for a convoy attack to occur:
1. The sea zone must have a “Convoy symbol” image.
2. The sea zone must be adjacent to one or more enemy controlled islands or territories,
unless it is printed as “Linked to...” a specific sea zone or area of the world.
3. At least one of your subs must be within or be moved into the sea zone during your combat phase, and the intent to attack the convoy must be declared.
4. Roll one die per attacking sub in the zone and add. The convoy owner now must pay
one of the following amounts, whichever is less:
a: the total amount of sub damage done. (dice roll total)
b: the cap amount for that zone. (Each convoy zone has a yellow “cap” number printed on it.)
c: the total economic value of the territories the convoy owner owns that are adjoined or “linked to” that convoy zone.
6. ASW reprisal: Each convoy is assumed to have escorts guarding it. These escorts
can now try to search for and depth charge the evading sub(s). The defender rolls one die for every enemy sub that attacked. For every “1” rolled, the attacker loses a submarine.
• If an enemy destroyer from any enemy nation is in a convoy zone, no convoy raiding can be done there.
• Only one convoy raid can be done per zone per turn.
• Once a Sub does a convoy attack, its move ends in that zone.
• When territories change hands, it makes it possible to do a Reverse convoy raid in a convoy zone. Say the USA player takes over the Philippines. Japan can now Convoy Raid the USA player in the sea zone around the Philippines.

Here a Japanese sub has moved into a US convoy zone. Japan rolls a "5" - the most the USA has to pay is the cap number, however, which is 4 IPCs.


The USA pays the bank 4 IPCs immediately. The USA then rolls one die for ASW reprisal. USA rolls a "3" - miss. Done.

In this pic there are two USA subs in a Japanese convoy zone. However, there is a Japanese DD there so no convoy raiding can happen.


This zone is printed as "Linked east" - this means if all British holdings are taken in the East, this zone shuts down.


Here a German sub is in a USSR covoy zone, but since the Germans have taken over Karelia, the most damage the sub can do is reduced to 2.


This system I believe:
1. Is simpler - only subs can do the raiding and this emphasizes their role
2. Is self-limiting - as with bombing raids, there is a 1/6 chance you will lose a sub doing a convoy raid. "Everything is sweetened by risk"
3. Is easier to apply damage - it is done immediately and doesn't have to be written down or remembered.
4. Mirrors strategic bombing better as an economic attack.

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Craig A Yope
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Re: A simple convoy raiding system...

Post by Craig A Yope » Sun Aug 26, 2012 11:15 am

I like your system- simple and straight forward. Plus, it has extra convoys to hurt the opponent, especially powers like the UK.

The only problem I have with your whole post is this statement:
In A3 convoy raiding, the damage has to be remembered and subtracted from your income collected.
You seem to be confused as to when the convoy raiding takes place. It takes place during the power who is collecting their income, not during the attacking players turn. So there is no need to remember the amount of damage.

Only thing that is needed to be remembered is the fact that the convoy raid must be done by the player who has a raiding unit in the current players convoy zone when that player is collecting income.

But as you most elegantly point out, if the damage is taken immediately, just like a SBR, then there is no need to remember either way.

I think that your best idea is the integral convoy escort, similar to the integral AA of the facilities. As for the destroyer totally stopping the convoy raid, I think that is too much.

Maybe come up with a reduced amount of damage applied to the convoy from the sub attack because there is a destroyer in the sea zone. Or the destroyer also get to roll in defense of the convoy (at its full value) after the subs attack kind of like a hunter/killer task force that is alerted to the sub presence by their convoy raid.

Just some thoughts. Keep up the good work.

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Re: A simple convoy raiding system...

Post by Hobbes599 » Wed May 29, 2013 10:16 pm

Although I do like the convoy system in A&A, There is 2 problems with it.

1. They need to target the convoy routes and also have air units from air bases to take part of that.

2. South American and South African convoys need to be targeted as well.

Just my thoughts.

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Imperious leader
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Re: A simple convoy raiding system...

Post by Imperious leader » Thu May 30, 2013 12:24 am

I like the system as well ( and that map BTW)

especially point #6:

"ASW reprisal: Each convoy is assumed to have escorts guarding it. These escorts
can now try to search for and depth charge the evading sub(s). The defender rolls one die for every enemy sub that attacked. For every “1” rolled, the attacker loses a submarine."

Reminds me the the sea mines in 1914.

A few comments,

1. Submarines, Cruisers, and Battleships should have the capability and each rolls their attack value or less to damage the convoy box. So if a Battleship rolls a 5, that would be a miss. If the Cruiser rolls a 3, that causes damage of 3.

2. Planes located in the attached land area(s) can scramble, but not planes against subs.

3. Fighters and Fighter-Bombers should also have this capability of raiding the convoy box, presumably from Carriers or even a land area.

All the other ideas are great BTW.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

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Re: A simple convoy raiding system...

Post by Uncrustable » Sat Jun 01, 2013 7:39 pm

Well i think it absurd to limit convoy raiding to only submarines

Cruisers and Battleships were used
The Bismarck's main focus was convoy raiding

I do think that submarines should do it more effectively, i think current OOB rules are best to determine damage done, however...

I also think that convoy raiding should be done during the combat movement phase of your turn (same as SBR) and strategic bombers should be able to participate, as well as scrambled fighters from adjacent airbases in defense

A power should have to allocate escorts to protect convoys,

I like the general concept of "convoy boxes", used in G39 by HBG

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