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Post by fluorophil on Jan 3, 2011 16:15:39 GMT -5
I was just wondering if anyone had ideas or house rules regarding solitaire play - the reality is that most of us live a great distance away from each other... Any suggestions or directions would be most valued... TIA, Phil.
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Post by TheDreadnought on Jan 13, 2011 14:38:27 GMT -5
Feel bad that I never posted this. . .
But I actually have considered some solo-play rules for Naval Thunder.
I was going to base it around a randomized reaction table - Open range, close range, disengage, torpedo attack, etc. . . had not given much thought to it beyond that. But was thinking it would be possible to come up with a generic table like that that should give you as a solo gamer some independent direction for the enemy side, while still allowing you to apply intelligence in executing the tactic.
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Post by warchariot on Jan 13, 2011 23:02:35 GMT -5
That table sounds like a great idea!
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Post by afilter on Jan 13, 2011 23:07:40 GMT -5
That table sounds like a great idea! I would concur...you are required to act in a random order based on the situation, but then you decide how to execute.
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Bluebear
Commander
He who laughs
Posts: 405
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Post by Bluebear on Jan 14, 2011 1:37:06 GMT -5
My suggestion would be for the Player to pick the "underdog" and then let the "random machine" manage the superior force.
For example with the Battle off Ulsan (1904 RJW) I would suggest that the Player take the Russians and let the "charts" run the Japanese.
-- Jeff
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Post by fluorophil on Jan 14, 2011 7:27:07 GMT -5
Harry, it's never to late to add to and refine on a great concept! Don't feel bad about it.. :-) GREAT idea!
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Post by warchariot on Jan 14, 2011 23:55:30 GMT -5
Maybe there should be a strategy column and dice rolls for what happens under each of them. So one might be All Out Attack, then the rolls would go with that. Maybe some modifiers based on damage given and received. So, under All Out Attack, a one would give a result of Withdraw and a ten Press The Attack. The modifiers for receiving damage would reduce your roll and giving damage increase it.
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Post by fastgit on Jan 15, 2011 6:12:54 GMT -5
I like what I'm hearing so far...
A randomized table with strategy columns and associated rolls sounds like a good start.
What do you think about expanding that concept with situational modifiers? Something like: "If OpFor does such-and-such, add x to your roll. The "situation" could be triggered by actions of either side, damage received or dealt, etc.
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Post by warchariot on Jan 15, 2011 10:21:31 GMT -5
I like what I'm hearing so far... A randomized table with strategy columns and associated rolls sounds like a good start. What do you think about expanding that concept with situational modifiers? Something like: "If OpFor does such-and-such, add x to your roll. The "situation" could be triggered by actions of either side, damage received or dealt, etc. Yes! Some type of modifiers which make sense for the situations. If your destroyers are on a torpedo attack but are getting hosed, they would more likely break off then continue the dead ride, so a minus or two to the roll would/could give them that result. However, there would still be a chance they would continue with previous orders or some such.
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Post by fastgit on Jan 15, 2011 11:44:35 GMT -5
Yes! Some type of modifiers which make sense for the situations. If your destroyers are on a torpedo attack but are getting hosed, they would more likely break off then continue the dead ride, so a minus or two to the roll would/could give them that result. However, there would still be a chance they would continue with previous orders or some such. Exactly!
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Post by fluorophil on Jan 23, 2011 3:01:48 GMT -5
I know that you have a LOT of Real World stuff on Harry, but would it be feasible? I would be happy to attempt to play-test the thing... I'm not in any hurry, not like those impatient Pre - Dread chappies... Oh, and thanks to everyone who has contributed - great ideas!
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Post by TheDreadnought on Jan 23, 2011 11:11:28 GMT -5
Well its going to be a while before I could get to anything like that. Why don't you take a crack at it and see what you can come up with??
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Post by warchariot on Jan 23, 2011 13:09:35 GMT -5
Yea, take a crack, I would be happy to look it over/play it and give comments.
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Post by afilter on Jan 23, 2011 13:14:53 GMT -5
I'm not in any hurry, not like those impatient Pre - Dread chappies... Yeah, Bluebear can be a bit over zelous at times, but he means well. ;D As for the solo play it could be a nice forum project to post what you come up with and we can all try/share ideas. Right now I occassionaly have to press my sons into service when they may be less than eager to play. A Solo option would be nice at times. Of course they will tell me "Dad that is what video games are for. "
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Post by fluorophil on Feb 13, 2011 23:54:25 GMT -5
OK, time to put up or shut up... My original post was to find out more ideas as to how to game NT solo (if possible) - as this thread has evolved I am thinking "Holy ****, what have I started?" - therefore my delay in answering... I have considered trying to make a workable set of Solo rules, but have NO idea as to where to start (or indeed do it justice), and besides I have a couple of Real Life issues that take first priority... (Harry knows what they are...) Maybe I'll try and get my fiancee interested in miniatures wargaming... I have thought long and hard about this over the last couple of weeks and I must apologise if I raised expectations - therefore I must regretfully decline your encouragement and challenges (but I would be willing to playtest everyone else's ideas...) I'll shut up now...
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theoz
Lieutenant
Armored and Ready!
Posts: 54
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Post by theoz on Feb 14, 2011 18:46:34 GMT -5
...random thoughts about solo play....
1. Make it very scenario-dependent. That is, how the "Opforce" (that's the fleet the player is =not= running) will react should depend very much on their mission, and real naval missions are practially never "go out and beat up the other guy's fleet." At least not for both sides. Usually one fleet is trying to do something and the other fleet is trying to stop them.
2. Make the OpForce the side that has the mission to do, so that you can "program" its decisions based on the assignment.
3. If you want to get more complex, you can set up "triggers" that cause the OpForce mission to change, if the trigger condition(s) are met. A mission that might start out as "Get the convoy off the map" could change to "Kill the enemy battleship at all costs" if an enemy battleship is sighted, for example.
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Post by BattleshipOverkill on Feb 14, 2011 23:00:59 GMT -5
...random thoughts about solo play.... 1. Make it very scenario-dependent. That is, how the "Opforce" (that's the fleet the player is =not= running) will react should depend very much on their mission, and real naval missions are practially never "go out and beat up the other guy's fleet." At least not for both sides. Usually one fleet is trying to do something and the other fleet is trying to stop them. 2. Make the OpForce the side that has the mission to do, so that you can "program" its decisions based on the assignment. 3. If you want to get more complex, you can set up "triggers" that cause the OpForce mission to change, if the trigger condition(s) are met. A mission that might start out as "Get the convoy off the map" could change to "Kill the enemy battleship at all costs" if an enemy battleship is sighted, for example. This is a great idea for solo-play. Maybe come up with cards or tables with different possible movements/actions that the OpForce would make. Something what would make random actions possible with a die roll and have a second possible move/action if the first is not possible (Ex. Ship movement that would result in running aground would have a second move/action that would be used instead).
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Post by BattleshipOverkill on Jun 8, 2012 13:12:44 GMT -5
Was there any further development on solo play rules?
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Post by warchariot on Jun 8, 2012 17:42:01 GMT -5
I guess not, with this being almost a 18 months old since your last post.
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Post by fannyhil on Jun 30, 2012 15:55:51 GMT -5
I put together a skeleton draft of solo/small group charts for generating scenarios. As I said, this is a draft and I need your help fleshing it out. Many thanks to Mike Mathews of this mailer for his help in idea generation and editing.
Guidelines for Solo/Small Group Naval Gaming
These guidelines are for players wishing to play solo games or very small groups for generating scenarios. Please adjust for your experience level and number of players. If you are an inexperienced player, try playing the role of the stronger side first. As you gain experience, switch rolls. These scenarios are all designed to be played on at least a 4’x8’ table, preferably larger. Please have a go at them and let me know what needs to be tweaked. I acknowledge up front that some of these scenarios will need to be tweaked based on multiple play-test results. I am looking for your assistance in improving the charts.
Base rule changes: Destroyers are a base "10" to hit. Evasive maneuvers cost 2” of movement for all ships. Special rules for each scenario are stated in the Additional Info section.
The enemy ships will move based on the enemy movement table listed below. The strategy they use will be based on the table below.
Victory points are awarded for damaging over 49%/sinking enemy ships and completing objectives. The victory point modifiers are:
Ship sunk/disabled (zero flotation boxes) x1 Ship damaged at least half flotation boxes x ½
Ship Full Victory Points Heavy carrier 28 Light carrier 20 Escort carrier 12 Fast/modernized battleship 24 Old battleship (Pre 1930/unmodernized) 20 New battlecruiser (post 1930) 18 Old battlecruiser (pre-1930) 14 New Heavy cruiser (post 1930) 10 Old Heavy cruiser (pre-1930) 8 New Light cruiser (post 1930) 6 Old Light cruiser (pre-1930) 4 Destroyer 2 *Note ships that have been re-modernized are treated as post 1930 ships
Roll a d20 to determine the strategic mission:
Strategic Mission 1 Seek & Destroy 2 Bombardment 3-4 Hit & Run Raid 5 Escort Landing Craft 6 Anti-sub Sweep 7 Air-sea Rescue 8 Minelaying/Minesweeping 9 Warship supply run 10-19 Convoy escort 20 Special
Mission Definitions Seek & Destroy: Intro: (Operation Wounded Bear from Coral Sea) During a pitched air battle, your side managed to heavily damage an enemy carrier to the point that it probably can’t launch planes. The enemy has retired at high speed leaving an escort for the carrier limping back to port.
Your task: sink the enemy carrier.
Set up: The carrier starts off 3’ from the table edge (you enter from) trying to exit the far end of the table.
Enemy forces: damaged heavy carrier (down 50% of its hull boxes), a heavy cruiser, a light cruiser and four destroyers
Your forces: a heavy cruiser, a light cruiser and four destroyers
Victory conditions: The damaged enemy carrier is worth half victory points.
Additional info: The carrier’s engines have been hit permanently reducing speed down to 5”. You enter along the 4’ edge of the table behind the carrier. The enemy will make smoke and move as disengaging/evasive.
To increase the challenge, allow the carrier to be able to launch a combination of up to ten dive bombers/torpedo bombers. Or the carrier could be an undamaged jeep carrier. Or the damaged carrier could be a damaged battleship.
Bombardment: Intro: Recon has spotted an enemy force composed of a battleship or large heavy cruiser with escort. Intel has determined that the enemy is attempting to bombard one of our most important installations.
Your task: the enemy must be stopped. You have been assigned the task of intercepting the bombardment force. Although smaller and less powerful, it is hoped that your task force can cause the enemy to commit to fighting you thereby cancelling its planned bombardment.
Set up: both sides start 2’ from the edge, 4’ apart. The enemy must exit the table edge behind you.
Enemy forces: On a percentile roll, a battleship (1-50%) or heavy cruiser (51-100%) but not both! They also have a light cruiser and five destroyers as escorts.
Your forces: two heavy cruisers if an enemy battleship is present or two light cruisers if an enemy heavy cruiser is present. Five destroyers escort the cruisers.
Victory conditions: The enemy forces must exit the table and their capital ship must not fire its main guns. It may fire its secondary guns without penalty. The enemy gets five victory points for exiting the table with the capital ship not firing its main battery.
Additional info: The enemy movement is Advancing on the enemy (see enemy movement table). The enemy capital ship will fire its main guns if an enemy craft with torpedoes starts the turn within 15” of the ship. To increase the difficulty level, act as the bombardment group commander
Hit & Run Raid: Intro: The enemy is attempting to raid our port. All warships have assembled to greet the enemy at sea.
Your Task: Stop the enemy task force from exiting your side of the table and inflict close to proportional losses on the enemy.
Set up: Both sides start 2’ from the table edge, 4’ apart.
Enemy Force: two heavy cruisers, a light cruiser and five destroyers
Your Force: one heavy cruiser, one light cruiser and five destroyers
Victory conditions: Equal your opponent’s victory points for a minor victory, twice or greater your opponent’s victory points for a major victory.
Additional info: to increase the difficulty, add an old battleship to each side. Or start your forces in harbor at zero movement with or without turn delays for getting up steam. You can also add in harbor defenses (variable depending on the harbor and your judgment).
Escort Landing Craft: Intro: The enemy is trying to land troops behind your front line.
Your Task: Intercept the enemy and drive them off
Set up: Both sides start 1’ from the table edge, 6’ apart
Enemy Force: eight destroyers, ten landing craft
Your Force: six destroyers
Victory conditions: Stop the landing craft from exiting the table behind you for one victory point, sink all landing craft for two victory points
Additional info: At least two of the destroyers must remain with the landing craft. They will make smoke to cover the landing craft as they slowly advance. The base number to hit the landing craft is 13. Landing craft move at a speed of 3” and may not move evasively. Any hit from a 3” or higher gun sinks the landing craft. Any small arms hit causes one flotation damage. The landing craft have two flotation points. Torpedoes and depth charges have no effect on the landing craft.
Anti-sub Sweep: Intro: One of our subs has distinguished itself. Unfortunately it was damaged on its last attack late in the evening. The enemy has sent out a task force to sink your sub.
Your Task: Exit the opposite end of the table
Set up: Both sides start 2’ from the table edge, 4’ apart. The destroyers must be spread out line abreast at least 1’ between destroyers.
Enemy Force: Four destroyers
Your Force: a submarine
Victory conditions: Exit the opposite end of the table behind the enemy destroyers for a minor victory, sink at least one enemy destroyer and exit the opposite end of the table for a major victory.
Additional info: The sub may not submerge. This is a night battle. Neither side has radar. Starshells have a maximum range of 15”. The sub has a visibility of 20” while the destroyers have a visibility of 12”. The base number to hit the destroyers is 10 while the base number hit the surfaced sub is 12. The sub has a base speed of 5 and may move evasively. The sub will sink if it takes more than four points of damage. The sub will sink if rammed.
Air-sea Rescue: Intro: A massive naval air battle took place earlier in the day. Many planes on both sides were shot down. Each side has sent a task force to rescue as many of the pilots as possible.
Your Task: Rescue as many pilots as possible
Set up: Both sides enter from the table edge. Scattered around the table are twenty-five pilots (use dice to represent the pilots).
Enemy Force: Four destroyers
Your Force: Four destroyers
Victory conditions: Rescue five friendly pilots for three victory points, ten friendly pilots for seven victory points. Note the enemy gets victory points for rescuing enemy downed pilots
Additional info: the enemy will move aggressively towards the nearest downed pilots. To rescue a pilot you must move next to it at a speed of 2” of less (no evasive action). When you rescue a pilot, you need to roll to see if he is friendly (1-3 on a d6) or enemy (4-6 on a d6).
Minelaying/Minesweeping: Intro: You have been tasked with a minelaying/minesweeping mission in enemy territory. An enemy force has been sent to stop you.
Your Task: Lay/clear mines in the area. The minelayer/sweeper must spend twenty turns in the area to do its job. It must move at a speed of 2’ and may not move evasively. Any turns the minelayer/ minesweeper spend firing do not count towards the twenty turns.
Set up: both sides start 2’ on table, 4’ apart
Enemy Force: two light cruisers, four destroyers
Your Force: two light cruisers, four destroyers and one minelayer/sweeper
Victory conditions: Completing the minelaying/sweep mission is worth five points.
Additional info: The enemy ships will use an aggressive movement strategy towards your ships. When they get within medium range, they will target the minelayer/minesweeper unless engaged by a closer target.
Warship supply run: Intro: Your air force has succeeded in making the waters very difficult for the enemy convoys. They have begun using fast warships to transport supplies to their beleaguered troops.
Your Task: Stop the enemy from exiting your side of the table.
Set up: Both sides start 2’ from the table edge, 4’ apart.
Enemy Force: One light cruiser, four destroyers
Your Force: One light cruiser, four destroyers
Victory conditions: Each supply ship (exited off table for the enemy) or sunk (by you) is worth an additional three victory points on top of their stated value
Additional info: Three of the enemy warships are carrying supplies. This limits their fighting ability (-1 to hit) and makes any ship board fires harder to put out (+1 to the roll). The enemy will use an aggressive movement strategy towards the exit point.
Convoy escort: Intro: The enemy is escorting a convoy through your area.
Your Task: You have been ordered to stop the convoy
Set up: both sides start 1’ from the table edge, 6’ apart.
Enemy Force: two light cruisers, four destroyers, three merchants
Your Force: two light cruisers, three destroyers
Victory conditions: Each merchant ship is worth four victory points. The enemy earns the points by exiting the table while your side earns points for damaging or sinking the merchant ships.
Additional info: The enemy must send out a screen with at least one destroyer remaining with the three merchant ships. The merchant/escort will move as one.
There are many variations that can be applied to this scenario. A covering force can show up after six turns, the initial forces can be increased, both sides can be escorting a convoy kris-crossing the table edge to get off the table, etc….
Special Option 1: Intro: Your light cruiser has come upon a commerce raider
Your Task: Sink the commerce raider before it can exit the table
Set up: the commerce raider starts 3’ from the table edge, you ship will behind the raider
Enemy Force: Commerce raider
Your Force: light cruiser
Victory conditions: The raider is trying to make it to the far edge of the table. Sink the commerce raider for a major victory
Additional info: The raider may not make smoke and has a top speed of 5
Special Option 2: Intro: These scenarios are available for your design. They can consist of covert operations, night torpedo operations by swordfish, plane transfers to a land base (carrier carrying planes may not operate any aircraft until the planes are launched, escorting commandos/frogmen off table, etc…). Please share with the Naval Thunder website.
Enemy Strategy Aggressive-will seek to close the range to short and medium range. The enemy will seek to use torpedoes after your force has been damaged/slowed. The enemy will use the Advancing on enemy movement table.
Acting as a shield-will maneuver to keep enemy at medium range until it has an advantage. Will use the disengage/evasive movement.
Enemy Movement Table Advancing on enemy: For each 5” move (or fraction of) roll a roll d10 (1-2 turn left 46-90 degrees, 3-8 move forward up to 44 degree angle, 9-10 turn left 46-90 degrees). If executing a torpedo run, move straight with up to a 30 degree angle.
Disengaging/evasive: Must move evasively away from your forces. For each 5” move (or fraction of) roll a d10. If pointed towards the enemy you must do a 180 degree turn. If pointed away, (on a 1 turn left 46-90 degrees, 2-9 move forward up to 44 degree angle, on a 10 turn left 46-90 degrees).
For both strategies: if close to decreasing a range band by moving three inches close to the enemy, or if close to increasing the opponent’s range band but not your own by moving three inches further, do it.
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