Post by ckosacranoid on Nov 23, 2012 23:22:17 GMT -5
since the game i played with the ILL and wis people at nav-con this year one of the guys was talking about how to add subs to the game for surface action. I have been thing of something that might be able to add them to the game in a simple way...stealing an idea from spartan games a little bit on how they run subs in combat.
from a token on the board when they dive, use two tokens placed on each other. one is a decoy and theother is the sub. only the owner of the tokens knows which is the real one, for damage you would treat each as a targert. using this you have no way of knowing which is real and which might be the real sub. if one token is taken out for a damage and its the decoy. replace it some where on the board. if its the real sub then you remove them both. this is just very rough and needs work.
other ideas since they can not take much damage, if you wish to use a sub on the surface for conbat, then treat them as a detroyer since thats about huw much damage they might be able to take. they may or may not have two guns, one front, one back depending on the nation and time setting. as for torps. meybe they could fire every other turn since it did take time to reload the tubes, but limit the number of reloads to meybe three or 4 since they did carry more torps then surfaceships did.
as for movement, use the full speed on the surface and then half speed when they dive. not sure how to use depth levels. i think you might just have to worry about two. deep ranange where they are out of combat for the turn and low ranange where the can fire torps and still be fired at. not sure how to work depth chargers off hand meybe treat as a torps attack with a area effect?
as i said just something to get the idea started and to see what you all have to add to get something to work since i know a few of you wanted to add attack subs to a fleet surface battle. it would also add the idea for convoy attack games where the subs have to attack the convoy with thier deck guns.
from a token on the board when they dive, use two tokens placed on each other. one is a decoy and theother is the sub. only the owner of the tokens knows which is the real one, for damage you would treat each as a targert. using this you have no way of knowing which is real and which might be the real sub. if one token is taken out for a damage and its the decoy. replace it some where on the board. if its the real sub then you remove them both. this is just very rough and needs work.
other ideas since they can not take much damage, if you wish to use a sub on the surface for conbat, then treat them as a detroyer since thats about huw much damage they might be able to take. they may or may not have two guns, one front, one back depending on the nation and time setting. as for torps. meybe they could fire every other turn since it did take time to reload the tubes, but limit the number of reloads to meybe three or 4 since they did carry more torps then surfaceships did.
as for movement, use the full speed on the surface and then half speed when they dive. not sure how to use depth levels. i think you might just have to worry about two. deep ranange where they are out of combat for the turn and low ranange where the can fire torps and still be fired at. not sure how to work depth chargers off hand meybe treat as a torps attack with a area effect?
as i said just something to get the idea started and to see what you all have to add to get something to work since i know a few of you wanted to add attack subs to a fleet surface battle. it would also add the idea for convoy attack games where the subs have to attack the convoy with thier deck guns.