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View Full Version : Task Force scouting.


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.

afilter
03-21-2007, 11:55 AM
I like the concept. You could do the same on a smaller map/graph paper each sqare/sector represents an entire WAS map. This would cut down on space required and the need for WAS Maps.

Better yet use a hidden movement system with two identical maps/graph paper with a ref/moderator determining if you find the enemy based on your flight paths and surface movements. Once an enemy is dicovered bring the force to the WAS map.

Allow carriers to attack from 1-4 sector away, but use re-arm like land based air with 1 turn per sector away for rearming. Otherwise if the carrier is in the same sector they can attack every turn per the WAS rules.

Otherwise, if I understand you proposed system ultimately your opponent knows where you TF is, just not what it is composed of.

just my $.02

Muenchausen
03-21-2007, 12:02 PM
Excellent idea on both parts. Simple, easy and adds the flavor of hidden movement. I remember seeing graph paper that would be perfect for this. You could use regular graph paper but, I thought I saw paper for sale on a site that was just like the WAS maps. If I can find it again I'll post a link.

PS: Welcome to both of you to the boards.

Autarch
03-21-2007, 01:17 PM
You could use Incompetech's free online grid and graph paper generator. Scroll down and click on brick layout. There are a number of variables you can adjust.

http://incompetech.com/beta/plainGraphPaper/

afilter
03-22-2007, 09:12 AM
Guys check out this thread, they are similar:

http://boards.avalonhill.com/showthread.php?t=18747

Some neat ideas out there. I really like the idea of toying with a campaign game using some of these ideas.

Aaron