TheMackster
Mongoose
In response to the how quiet it is thread I thought I'd post about our VAS tourney next Saturday, if I can remember our rules without the sheet in front of me, LOL. We're expecting some 6-8 players.
1) Basically 5pts Raid level, 1941 and earlier ships with the following additions.
2) 3 tourney rounds, 10 turns max/game or 2 hours (whichever comes first) due to only 7 hours to run it and we want to encourage aggressive play.
3) Demolition derby style, what gets sunk stays sunk, period! (see 4)
4) Fielding 5pts Raid level per game from your 8pts Raid Fleet. Gives you 3pts raid reinforcements to replace sunk ships from earleir rounds. Full 8pts Fleet list must be handed in before tourney starts. Then choose your active 5pt fleet once you know who your opponent will be.
5) Max 1pt subs and 1pts land-based aircraft in a 5pts game. (may have more in your reinforcement pool)
6) Between rounds, all surviving ships have 1/2 their damaged hull points restored (round up, note DDs get full repairs to hull) and all criticals and traits lost from being crippled are repaired on d6 roll of anything but a '1'.
vital systems are NOT repaired. (this should encourage Admirals NOT to sacrifice their damaged ships but retreat them for repairs and later use)
7) All aircraft flights are doubled and Carrier launch/recovery is tripled to 6/turn to make them somewhat effective.
Subs and reloadable cruisers have 2 reloads (3 shots total), reloadable DDs have 1 reload (2 shots total). Long Lance torpedoes have a +1 target penalty if fired beyond range 10.
Think that covers everything. If I forgot something I'll add it on later once I get to the store and have rules sheet in-hand.
1) Basically 5pts Raid level, 1941 and earlier ships with the following additions.
2) 3 tourney rounds, 10 turns max/game or 2 hours (whichever comes first) due to only 7 hours to run it and we want to encourage aggressive play.
3) Demolition derby style, what gets sunk stays sunk, period! (see 4)
4) Fielding 5pts Raid level per game from your 8pts Raid Fleet. Gives you 3pts raid reinforcements to replace sunk ships from earleir rounds. Full 8pts Fleet list must be handed in before tourney starts. Then choose your active 5pt fleet once you know who your opponent will be.
5) Max 1pt subs and 1pts land-based aircraft in a 5pts game. (may have more in your reinforcement pool)
6) Between rounds, all surviving ships have 1/2 their damaged hull points restored (round up, note DDs get full repairs to hull) and all criticals and traits lost from being crippled are repaired on d6 roll of anything but a '1'.
vital systems are NOT repaired. (this should encourage Admirals NOT to sacrifice their damaged ships but retreat them for repairs and later use)
7) All aircraft flights are doubled and Carrier launch/recovery is tripled to 6/turn to make them somewhat effective.
Subs and reloadable cruisers have 2 reloads (3 shots total), reloadable DDs have 1 reload (2 shots total). Long Lance torpedoes have a +1 target penalty if fired beyond range 10.
Think that covers everything. If I forgot something I'll add it on later once I get to the store and have rules sheet in-hand.