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Templar
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Join date : 2010-08-11

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PostSubject: Battleship Row   Battleship Row Icon_minitimeSun Dec 02, 2018 3:12 pm

This rule set had its own database at one time back in Spring42 club.

"Battleship Row" Rules

Rule set- all 3rd edition rules except naval occupation, 1-hit battleships, scorched earth, no new industry, only one aagun per territory(automatically selected when naval occupation is turned off), both IPC victory on(84 axis, 110 allies), no tech rolls, 3 min timer(negotiable), Remove the US carrier and fighter from the Hawaii Seazone.

Unit prices- units have different costs...
Infantry- 4 ipc
Tank- 6 ipc
Fighter- 8 ipc
Bomber- 10 ipc
Battleship- 8 ipc
Carrier- 8 ipc
Submarine- 5 ipc
Transport- 6 ipc
AA gun- 4 ipc

Unit ranges- units have different movement capabilities...
Infantry, tanks, aa guns, all naval units- 1 movement point
Fighters- 2 movement points
Bombers- 3 movement points

TIP- Change all these values using unit edit, save your game under "Battleship Row"(making sure to never save over this file), and load this save on the unit edit screen every time you play this scenario when you edit in the bid units.

Bidding- Lowest rated player bids first, lowest bid gets to play axis. The player with the winning bid can only utilize his bid to add or remove naval and air units from the board, but no more than one of each unit type unless the bid goes so high or low that this becomes necessary.
- a positive bid adds allied units to the board. Example- a bid of 13 would add a battleship and a submarine to the board
- a negative bid removes axis units from the board. Example- a bid of -6 removes a transport from the board.
- no armor, infantry, or aa guns may be added or removed from the board in any bid situation.

In-game rules:
-An attacker must land as many units(including air) as there are supporting battleship shots in an amphibious landing.
-Germany and Russia have limited naval building capacity, these powers may only build two of each naval type per turn. Exception- There is no limit to the number of submarines Germany or Russia may produce.

In addition to capturing two capitals and an ipc victory there are other winning conditions in Battleship Row, they are:

Additional Axis winning conditions:
1. At the end of any turn if Axis forces occupy the seazone adjacent to the Western United States or the sea zone adjacent to the Eastern United States.
2. At the end of any turn if Axis forces control all the Pacific Islands(East Indies, Borneo-Celebes, New Guinea, Soloman Islands, Caroline Islands, Philippines, Okinawa, Wake Island, and Hawaii).

Additional Allied winning conditions:
1. At the end of any turn if Allied forces occupy these three sea zones: Baltic Sea, Central Mediterranean, Sea of Japan.
2. At the end of any turn if Allied forces control all the Pacific Islands(East Indies, Borneo-Celebes, New Guinea, Soloman Islands, Caroline Islands, Philippines, Okinawa, Wake Island, and Hawaii).
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