Post by aman on Jul 31, 2011 18:49:51 GMT -5
I put this up at Battleship Row, but I think it's valid for any of the games. Give it a try if you've time, and give any feedback.
OK, here's the first "generic mission". I wanted to start with a mission that was both a common occurence and could be an intro to the game. I also felt it could be played several times in an evening by club members, yet it would be a consistent challenge of judgment.
1. "Routine Patrol". Two small surface forces unexpectedly encounter one another. 250-500pts per side, no ships worth more than 100pts, limited or no submarines / air power. Standard setup per MRB.
Scoring
+50% pts for >50% of hull pts destroyed per ship, +100% if you sink a ship.
+50pts if enemy departs board first.
Subtract enemy pts from yours and 25pts for each ship sunk in your patrol.
Winner has >pts. Marginal victory up to 10% of force values greater, decisive victory if 20% or higher.
Reflects a less determined engagement btw two forces that are not committed to the other's destruction. The victor drives off the other patrol and establishes dominance for a day. For either Commander to lose a ship would be a grave blow to a promising career!
Variant: Unequal Forces. While commanders would avoid an engagement if they perceived a disadvantage, it wasn't always easy to identify all enemy ships until it was too late to escape battle. This could be a Commander's greatest test of skill.
Each player secretly picks a force within the entire spread of the scenario points, 250-500. Play proceeds as above. Victory points are:
+50% pts for >50% of hull pts destroyed per ship, +100% if you sink a ship.
+20% of force size difference if larger force departs board first.
Subtract enemy pts from yours and 25pts for each ship sunk in your patrol.
Winner has >pts. Marginal victory up to 10% of own force value greater, decisive victory if 20% or higher.
I felt this varient made for some interesting guesswork on the part of the players (go high and try to destroy more? Go low and try to hit'n run?) as well as could be part of a mini-campaign of patrols preceding a major engagment.
Please give your thoughts. Other missions in the works:
2. "Meeting Engagement"
3. "Convoy Escorts & Interdiction"
4. "Fleet Action"
5. "Harbor Attack"
OK, here's the first "generic mission". I wanted to start with a mission that was both a common occurence and could be an intro to the game. I also felt it could be played several times in an evening by club members, yet it would be a consistent challenge of judgment.
1. "Routine Patrol". Two small surface forces unexpectedly encounter one another. 250-500pts per side, no ships worth more than 100pts, limited or no submarines / air power. Standard setup per MRB.
Scoring
+50% pts for >50% of hull pts destroyed per ship, +100% if you sink a ship.
+50pts if enemy departs board first.
Subtract enemy pts from yours and 25pts for each ship sunk in your patrol.
Winner has >pts. Marginal victory up to 10% of force values greater, decisive victory if 20% or higher.
Reflects a less determined engagement btw two forces that are not committed to the other's destruction. The victor drives off the other patrol and establishes dominance for a day. For either Commander to lose a ship would be a grave blow to a promising career!
Variant: Unequal Forces. While commanders would avoid an engagement if they perceived a disadvantage, it wasn't always easy to identify all enemy ships until it was too late to escape battle. This could be a Commander's greatest test of skill.
Each player secretly picks a force within the entire spread of the scenario points, 250-500. Play proceeds as above. Victory points are:
+50% pts for >50% of hull pts destroyed per ship, +100% if you sink a ship.
+20% of force size difference if larger force departs board first.
Subtract enemy pts from yours and 25pts for each ship sunk in your patrol.
Winner has >pts. Marginal victory up to 10% of own force value greater, decisive victory if 20% or higher.
I felt this varient made for some interesting guesswork on the part of the players (go high and try to destroy more? Go low and try to hit'n run?) as well as could be part of a mini-campaign of patrols preceding a major engagment.
Please give your thoughts. Other missions in the works:
2. "Meeting Engagement"
3. "Convoy Escorts & Interdiction"
4. "Fleet Action"
5. "Harbor Attack"