Joe_Dracos
Mongoose
I am pleased to anounce that I am almost ready to have people play test my take on semi-modern warfare.
What do I have left?
Compile final ship and aircraft rosters.
double check to make sure that all the rules I have intended are crossmatched with the rules.
This WILL be done by tuesday (or earlier) so anybody wishing to try it out please sign up below and PM your E-mail addy.
You will need
Microsoft Word
Microsoft Excel or Excel viewer
So here is a preview of what I attempted to achieve and hope to achieve with future tweeks.
A balance between Aircraft, missiles, and ships: The biggest change was to give larger and heavier aircraft damage scores. This also means that aircraft are not represented by "flights" but by individual aircraft that carry there own weapons. Missiles will have a devistating impact and as such instead of a set range they have a speed score and will inflict damage equal to there DD hits multiplied by there damage multiple (double damage, triple damage). To prevent aircraft from dominating the game SAMs and AAMs can only attack aircraft. Missiles are carried by most ships and pack a massive punch so even a single ship can effect the battle in a monsterous way. Missiles may still be shot down by SAMs and cannons.
Submarines: instead of only having "dived" and "surface" modes the addition of "Periscope". This new dive mode uses all of the rules that submarines must normally adhere to plus the following:
1. The submarines horizon is extended to 24" for detection of surface warships only.
2. The submarine may detect an aircraft that is within 8" or outside 24".
3. Aircraft within 16" will see the submarines shadow or detect the periscope on there radar and do not need sonobouys or a ship to detect the submarine.
4. Surface ships treat the sub as "dived".
The Horrizon: this is the one and only obsticle to LoS.
A unit that wishes to attack another ship over the horizon must either draw LoS dirrectly to the target or have information relayed by subs, aircraft or a satilite. The horizon is dependant on what kind of unit that is attempting to draw LoS. It should be noted that if the enemy unit can see you then you can see that enemy unit.
Surface ships: 16"
Underwater: 12"
Helicopters: 24"
Aircraft: 36"
Satilites: unlimited
Special universal purchases.
Anti-Satilite missile: Raid (may only launch from SSBN's)
Satilite coverage: Battle (counts as a single satilite. You may purchase this more then once and is kept secret)
Nuclear Authorization: Armageddon - if any other player uses a nuclear weapon you may launch your nuc's for free. All nuclear armed missiles must be declared before combat, this does not necessarily mean that your opponent will use them.
Nuclear strikes:
4" from detonation: All ships take 20 DD at Quad damage. This ignore any hull special abilities other then Thin skin trait. Any ship with this trait is automatically sunk.
12" from detonation: All ships and Helicopters take 10 DD at Triple Damage. Aircraft must roll 1d6 and on a 4+ they flew too low and there aircraft shut down due to EM interferance. Any surviving ships loose half there starting crew and 2d6 per turn in the end phase.
12-24" from detonation: All ships will loose half there starting crew and 2d6 per turn in the end phase. All helicopters must roll a 4+ or fall into the sea as the crew sucumbs to radiation.
Questions?
What do I have left?
Compile final ship and aircraft rosters.
double check to make sure that all the rules I have intended are crossmatched with the rules.
This WILL be done by tuesday (or earlier) so anybody wishing to try it out please sign up below and PM your E-mail addy.
You will need
Microsoft Word
Microsoft Excel or Excel viewer
So here is a preview of what I attempted to achieve and hope to achieve with future tweeks.
A balance between Aircraft, missiles, and ships: The biggest change was to give larger and heavier aircraft damage scores. This also means that aircraft are not represented by "flights" but by individual aircraft that carry there own weapons. Missiles will have a devistating impact and as such instead of a set range they have a speed score and will inflict damage equal to there DD hits multiplied by there damage multiple (double damage, triple damage). To prevent aircraft from dominating the game SAMs and AAMs can only attack aircraft. Missiles are carried by most ships and pack a massive punch so even a single ship can effect the battle in a monsterous way. Missiles may still be shot down by SAMs and cannons.
Submarines: instead of only having "dived" and "surface" modes the addition of "Periscope". This new dive mode uses all of the rules that submarines must normally adhere to plus the following:
1. The submarines horizon is extended to 24" for detection of surface warships only.
2. The submarine may detect an aircraft that is within 8" or outside 24".
3. Aircraft within 16" will see the submarines shadow or detect the periscope on there radar and do not need sonobouys or a ship to detect the submarine.
4. Surface ships treat the sub as "dived".
The Horrizon: this is the one and only obsticle to LoS.
A unit that wishes to attack another ship over the horizon must either draw LoS dirrectly to the target or have information relayed by subs, aircraft or a satilite. The horizon is dependant on what kind of unit that is attempting to draw LoS. It should be noted that if the enemy unit can see you then you can see that enemy unit.
Surface ships: 16"
Underwater: 12"
Helicopters: 24"
Aircraft: 36"
Satilites: unlimited
Special universal purchases.
Anti-Satilite missile: Raid (may only launch from SSBN's)
Satilite coverage: Battle (counts as a single satilite. You may purchase this more then once and is kept secret)
Nuclear Authorization: Armageddon - if any other player uses a nuclear weapon you may launch your nuc's for free. All nuclear armed missiles must be declared before combat, this does not necessarily mean that your opponent will use them.
Nuclear strikes:
4" from detonation: All ships take 20 DD at Quad damage. This ignore any hull special abilities other then Thin skin trait. Any ship with this trait is automatically sunk.
12" from detonation: All ships and Helicopters take 10 DD at Triple Damage. Aircraft must roll 1d6 and on a 4+ they flew too low and there aircraft shut down due to EM interferance. Any surviving ships loose half there starting crew and 2d6 per turn in the end phase.
12-24" from detonation: All ships will loose half there starting crew and 2d6 per turn in the end phase. All helicopters must roll a 4+ or fall into the sea as the crew sucumbs to radiation.
Questions?