Nico
03-21-2007, 11:40 AM
Well we are toying around with this. We haven't worked out all the bugs and would LOVE some input.
Set up. We use 4 maps in a row and/or in a square. The idea is each player takes 3 TF counters(you have to make them) they are numbered 1-3, and places them in there set up area. Each player writes on a piece of paper what number TF counter is where there fleet auctually is. Each side then picks TWO scout planes. Movement and turns are the same EXCEPT. TF counters moves your undiscovered fleet in a group based on the slowest ship in your fleet. Scout planes move 4 per turn and untill a fleet is discovered no other planes may launch. Once a TF is discovered. You may launch your planes. You do not have to uncover the location of your TF.
To find a TF your scout plane must be in same square as a TF counter then roll a dice. On any roll but a 1 you discover the TF. On a 1 the cloud cover is too intense you must try again next turn. If the TF counter number you uncover isn't the one that your opponent wrote down at set up, remove the counter and try another TF counter.
If two opposing TF counters come within 4 squares of one another, both TF counters become discovered. Deploy ships as nessisary.
When a TF is found, deploy your ships, and planes around the TF counter. Ships and planes may now move normally as per game rules.
While a TF is uncovered, airstrikes may be made against it as per rules. You don't have to uncover any carriers that you are using to launch strikes, but you must place planes to the side and let your opponent see as they are rearmed as per rules.
These are the basics, I'm sure ppl have questions and suggestions.
Thank you.
Set up. We use 4 maps in a row and/or in a square. The idea is each player takes 3 TF counters(you have to make them) they are numbered 1-3, and places them in there set up area. Each player writes on a piece of paper what number TF counter is where there fleet auctually is. Each side then picks TWO scout planes. Movement and turns are the same EXCEPT. TF counters moves your undiscovered fleet in a group based on the slowest ship in your fleet. Scout planes move 4 per turn and untill a fleet is discovered no other planes may launch. Once a TF is discovered. You may launch your planes. You do not have to uncover the location of your TF.
To find a TF your scout plane must be in same square as a TF counter then roll a dice. On any roll but a 1 you discover the TF. On a 1 the cloud cover is too intense you must try again next turn. If the TF counter number you uncover isn't the one that your opponent wrote down at set up, remove the counter and try another TF counter.
If two opposing TF counters come within 4 squares of one another, both TF counters become discovered. Deploy ships as nessisary.
When a TF is found, deploy your ships, and planes around the TF counter. Ships and planes may now move normally as per game rules.
While a TF is uncovered, airstrikes may be made against it as per rules. You don't have to uncover any carriers that you are using to launch strikes, but you must place planes to the side and let your opponent see as they are rearmed as per rules.
These are the basics, I'm sure ppl have questions and suggestions.
Thank you.