@Admiral:
@Black_Elk:
Fricken subs are everywhere. Which means you better have destroyers.
Note: we use the hidden rule-where subs orders are written down on paper and you only see them when a destroyer finds em or you attack out of the blue… and at 6 IPC there are a lot of subs(add improved ship yards Tech at 5 IPC the wolf pack is back.)
I’ve never heard of this house rule before, but I’m greatly intrigued. At what point do the subs ‘disapear’ after they’ve been built? And with combat, do they ‘disapear’ immediately following combat phase? Those of you who’ve tried it with other A&A games, does this rule make subs overpowered? I can see that this rule can cause some real headaches for the Allies, which is always entertaining. In anycase, I’m definitely going to try this one.
item:We place them in play at IP Factory, as usual at the end of your turn.
( We believe intelligence networks nominaly alerted commands, of vessels leaving sub pens. )
item: Next, during your combat movement you submerge (move) the sub to side of the board, with a territory control marker and write down what sea zone it moved.
Each turn, even if the sub holds station, you must write in the seazone and turn.
when you attack, you have proof of route to the attack.
It gives subs, what they were, stealth/ambush strikes.
note:If, destroyers are ever present in a sea zone, your subs must be revealed and placed on board, this is automatic.
item:OOps forgot, once exposed in combat, contact revealed their( the subs ) position, now known, you can not submerge, until normal Revised rules, either thru retreated combat submerge, or your next move phase.
We did not elaborate into ASW dice roles. Depends on your complexity level here, maybe something you could add for advanced play.
Wd don’t claim credit for this rule.
I believe someone on this site already provided it. We just use it.