VAS Cold War/Modern Variant

Cap'n Scott

Mongoose
I haven't been on the forum for a while and I don't wish to steal Joe's thunder if this is almost done. But I have been working on various ways to do a Modern (Falklands & after) VAS variant on and off over the past two years and thought I would share my experiences.

Like a lot of people I have a colection of quite nice 1/3000 Navwar/Skytrex minis for US, USSR, UK (and Aussies!). But how to play them? I have bought Harpoon 2 & Harpoon 4 (far too complex), Shipwreck (good but incomplete), downloaded Go In and Sink (not bad but getting dated), Modern GQ (again not bad) and also David Child-Dennis's simple set (playable!). None are quite what I was looking for.

I should add that I am intrested in a modern naval GAME not simulation. In my view any playable miniatures game should do the following:
- be able to be played on a 6x4 table in 3-4 hours max.
- fit a mix of all the key factors (naval = ship, sub and air) on the table
- be balanced via a point system or force selection system
- have a range of possible scenarios
- NOT need an umpire - this rules out Harpoon for me

So I have tried the following:
- updated modern Sea Strike (almost...)
- modified Go In and Sink (couldn't get the sensor bit to work)
- naval "bucket of dice" FOW version (simple, but good)
- variant of Sci-Fi "Full Thrust" (crude but good plotted movement system)
- evolved Shipwreck
- modified VAS (thanks to Dave Manley for helpfull input)

In the end I think a version of VAS is the way to go for three reasons:
- it has all bases covered - ship, sub and air rules work OK in WWII now
- lots of people play it
- the core rules are playable and simple enough to easily modify

So with that waffle about game design out of the way, on to the playtesting. In the variant I have been developing, I found the following happened consistently:
- the key feature was detecting the enemy, usually with helicopters or air
- strike aircraft always operated at LOW to avoid SAMs
- battles were over before they got to gun range, which was just used to finish off cripples
- keeping track of speed and sensor status was a nightmare with either lots of book-keeping or counters everywhere, so I gave up recording passive/active status
- it was too hard to rate all the technology, so it was easier to give ships overall ratings for their tech level
- you had to fudge scales to fit carriers on the table, but otherwise it was back to abstract plotting and something like a boardgame

As DM and Alex said on an earlier thread, if you make the scale too small, task forces dissappear into the size of a counter.

After all of that I settled on the following:
- assume 6 x 4 table and simmilar missions to VAS WWII
- scale = 1 inch = 1nautical mile (about double WWII scale)
- simplify turning as in WWI
- to avoid book-keeping, assume ships can fire 1/4 SSMs and one volley of SAMS in a single turn
- work out rates of fire based on detectors and trackign capability not launcher barrels - ie rate systems, not weapons
- assume strike aircraft & fighters operate at LOW altiture, AEW at High.
- treat helicopters as extension of ship, but with ability to detect & shoot (otherwise way too hard to keep track of helicopters everywhere)
- include command ratings for navies, as these are critical for initiative

So how many people out there have these miniatures and want to play Modern VAS? Joe are you already testing? Is this too late?

PS can anyone with experience in Harpoon answer a question - can CAP fighters fire at incomgin SSMs, and if so at what range? I couldn't find it anywhere in the V2 or V4 rules. I am assuming for Mod VAS that CAP can knock down planes, but not SSMS.
 
For those who aren't already bored, I should add a few things I have proposed in this.

Hidden movement - all ships start as a counter that could be a ship or a decoy; you get one decoy couner for every ship. A large bit of the game is workign out which counters are really the enemy and hitting them before they hit you. This game isn't a duel - once the shooting starts it is over fast.

Subs - similar to VS rules, but rules for better subs and better sonar

Aircraft - it is a massive simplification to have air vs air fight via the dogfight rules, but otherwise ranges get very tricky.

Missile ranges - simplified because the spotting rules are such that pretty much nothing fires beyond sensor or helicopter range, as you need targetting data

Point system - I know Dave hates them but I have added one.
 
Point system - I know Dave hates them but I have added one.

Don't let my prejudices stop you doing anything - I'm a well-known miserable bastard on that point :)

Sounds like a very interesting development. If you want a fresh pair of eyess to give them a look-over let me know. I can't promise to do much playtesting just now because of other projects (aka "real life") though :(
 
Thanks Dave. I am gving them one last edit (i.e. massive rewrite of errors revealed by last round of playtesting) then will send them along to you.
 
I should say that I have finished my update and this vesion is also available for playtest to those interested. Send me your email address by PM.
 
Sorry if these are stupid questions but I'm at work and haven't had the time to read the rules in detail.

I have a few questions:

Is a flight meant to be 1 aircraft or several aircraft?

Are long range AAMs (Phoenix, Amos, Alamo EM,...) implemented in the dogfight score?

What does for example on the Kirov statblock 5/3+ mean for the shipwreck launcher?

Are aircraft included in the cost for carriers? Or do they have to be bought seperately?
 
Good questions thanks.

Aircraft are meant to be flights of 2 (recon) to 4 (fighter/attack) planes.
AAMs are include in dogfighting
Kirov is a typo; should just be 5 AD
Aircraft are included in the cost of carriers; other costs are used for land based air.
 
Yes I have finished a draft with Cold war and modern fleets for US, UK, USSR and (Cold War only) Argentina. It has been play tested a few times and I have made a revised version. I haven't had any other feedback from anyone else.
 
Hi Cap'n I was wondering if anyone had done this - we play a bit of Harpoon (several computer programmers in the club and so it's been coded up) but still, something based on VAS sounds good - could you send me a copy and I'll try to do some testing in the next month?

Cheers, Stu
 
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