Additional naval types for AAP40


  • All based on historical examples, some already exist on other house rules. The stats/cost are suggestions

    Warfare

    • Battlecarrier (Japan partially rebuilt old BBs as carriers): 3 attack, 3 defense, 1 plane, 2 hit, 16 IPCs, if damaged can’t receive planes.
    • Battlecruiser: 4 attack, 3 defense, 14 IPCs
    • Light/Escort Carrier: 0 attack, 2 defense, 1 hit, 1 plane, 12 IPCs
    • Submarine Carrier: 1 attack, 1 defense, 1 fighter, 8 IPCs. When attacked the plane is considered cargo and does not defend.
    • Submarine Transport: 2 attack, 1 defense, 1 inf capacity, 7 IPCs.
    • Destroyer Escort, 1 attack, 1 defense, detect subs, 7 IPCs
    • AA Cruiser, 2 attack, 4 defense, 12 IPCs

    Support

    • Supply Ship: 0 attack, 0 defense, 15 IPCs, allows 3 movement to any ship that starts its turn on the same SZ (repairs are still only possible on naval bases). After resupplying a fleet the ship is turned sideways (as if it is damaged) and needs to return to a friendly naval base before being able to give the movement bonus again.
    • Troop Ship, 0 attack, 0 defense, 6 IPCs, can only carry 2 inf
    • Cargo Ship, 0 attack, 0 defense, 5 IPCs, can carry 1 unit

  • Those are some crazy sounding units. I have seen pictures of sub carriers but are you sure their was ever a submarine transport!


  • @Emperor_Taiki:

    Those are some crazy sounding units. I have seen pictures of sub carriers but are you sure their was ever a submarine transport!

    Apparently the Japanese Army, had a sub like it:

    http://en.wikipedia.org/wiki/Type_3_submergence_transport_vehicle

    I don’t know if anyone on WW2 ever used this concept in large operations but why not?


  • I already have most of those type.
    Battleship,heavy and light cruiser, destroyer,escort, carrier and escort carrier.
    For the next game, me and my friends will try our new merchant rules, introducing cargo and new objectif for sub and Kriesgmarine corsair boat.

    AL


  • @Hobbes:

    @Emperor_Taiki:

    Those are some crazy sounding units. I have seen pictures of sub carriers but are you sure their was ever a submarine transport!

    Apparently the Japanese Army, had a sub like it:

    http://en.wikipedia.org/wiki/Type_3_submergence_transport_vehicle

    I don’t know if anyone on WW2 ever used this concept in large operations but why not?

    Wow, the japanese planned to build 400 of them and they each could carry 40 soldiers! 16,000 isnt that big but if you can build 400 of something you can build 4,000 of it too.

    If you reduce the combat vlaues to 0( a 37mm gun dosnt translate into anything) and then increased the cost to 9 or 10, i would say this unit reflects an accual historical possibilty.


  • @crusaderiv:

    I already have most of those type.
    Battleship,heavy and light cruiser, destroyer,escort, carrier and escort carrier.
    For the next game, me and my friends will try our new merchant rules, introducing cargo and new objectif for sub and Kriesgmarine corsair boat.

    AL

    What are the stats/rules for those?

    @Emperor_Taiki:

    Wow, the japanese planned to build 400 of them and they each could carry 40 soldiers! 16,000 isnt that big but if you can build 400 of something you can build 4,000 of it too.

    If you reduce the combat vlaues to 0( a 37mm gun dosnt translate into anything) and then increased the cost to 9 or 10, i would say this unit reflects an accual historical possibilty.

    But giving it a combat value of zero and more expensive than a transport would not make them worthwhile to buy.

    This all just ideas, the unit I’m most willing to try out would be the supply ship, since it would give more flexibility to naval forces.


  • What are the stats/rules for those?

    For the warships or merchant marine?


  • @crusaderiv:

    What are the stats/rules for those?

    For the warships or merchant marine?

    Can it be both, please? :-)


  • att:  def:
    Battleships    4        4      2 hit to sink
    H.Cruiser      3      3      2 hit to sink
    Cruiser          3      3
    Destroyer      2      2
    Escort          1      2
    Carrier          0      3      2 hit to sink    2 airplanes
    Escort carrier 0      2                          1 airplane

    Transport = same rules as the others game but transport may retreat after the first round of combat if alone or together. defend only against airplanes. Cannot be used as casualty.

    merchant marine rules =  cargo for the following players are….
    UK = 9
    Japan = 5
    germany = 2
    USSR = 4
    Italy = 1

    The convoy route on the gameboard are the real WWII convoy route.
    Canada - UK = 3 cargos.
    UK - South Africa = 2
    South Africa - India = 2
    India - Australia = 2

    Japan - China = 1
    Japan - Formose = 1
    Japan - Caroline’s island = 1
    Japan - marianne’s islands = 1
    Japan - marshall Island = 1

    Italy - Lybia = 1

    East Germany - Sweden = 1
    West Germany - Norway = 1

    USSR  Note: cargos must move only after the Germany declaration of war.
    Mourmansk - UK = 2
    Archangelsk - UK = 2

    At the end of each round (Non combat move), each players must move their cargo through  the convoy routes.

    Cargo may move up to 3 sea zone.
    Once at war, UK, USSR and USA may transport 1 fighter, 1 tank or 2 artillery.
    cargo may only be used to transport war materiels.
    Cannot transport troops or make an amphibious assault. If you lost a cargo, you must return 5% of you Total IPC level to the bank.
    example: UK IPC level = 40 (you lost 2 cargos = 10% ) return 4 IPC to the bank.
    (Apply the penalty each turn but you can buy new cargo to cancel it).
    After you unload, return the cargo to reload.
    Of course, if you lost a cargo, the load is lost too!

    The goal =
    For their war effort, axis and allies power needs oil, rubber, iron and other stuff to produce weapons. If you sink a cargo, you can effect the production of your enemy.
    UK and Japan are island and historically, those two countries was more dependant.
    (that’s the reason why they got more cargo).
    With this rule, you can live the battle of the atlantic!
    As german player, you may effect the UK production if you sink the UK cargo.
    As UK player must protect the merchant marine against Uboat.
    Note: Uboat cost = 5 IPC

    Lend Lease rules =
    Our game begin in september 1st 1939.
    USA player got only 18 IPC per turn. (Peace time production)
    But he also receive 50% to build a cargo fleet and war materiel: 18 x 50% = 9 IPC. 
    US player start with no cargo. Maximum 10 cargos.
    US player cannot used lend lease materiels for his own. It must be ship to USSR and UK player.

    USA convoy route =
    Western USA - Australia = 2
    W. USA - Midway = 1
    W.USA - Hawaii = 2

    Eastern USA - UK = 3
    E.USA - USSR = 2

    The goal =
    Once at war, US player cannot give money to his allies but he can ship war materiels to USSR and UK with his cargos. (lend lease).
    Japan and German player can sink US cargo to effect US war production but US player can play the same game against the axis power.
    So as you see, it’s the real merchant marine war!

    German player begin the game with 2 corsair.
    Corsair may only attack cargo ( alone or in a group)
    Attack at 2 in the first round of combat.
    Only escort and destroyer can defend against corsair.
    Corsair must retreat after each round of combat.

    OUF…ok any question?


  • @crusaderiv:

    OUF…ok any question?

    :)

    Well first thank you for the post. The marine convoy system seems thought out but it also seems a bit complex (more rules to learn). There was a similar variant for the old Classic where you had to transport the IPCs from the territory they were produced to the ICs.

    Regarding the sea units, what do they cost?


  • No, it’s less complex than you think.
    All you have to do is to move the cargo on the convoy route and protect it if there’s a sub near by. The rules of transport and cargo are almost the same.

    In most AA game, UK and Japan are too stronger.
    During WWII, Germany tried to cut the UK supply.
    US make the same thing at the beginning of 1943 against Japan.
    If UK or Japan player build a thousand of tank,plane and other materiels each turn even if they lost their fleet and the control of the ocean. That doesn’t make any sense!

    For the warship cost.
    Each country has their own cost.
    ex: Uboat = 5, USA,UK sub = 8, Italy 9 etc…

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