Shannon V. OKeets
Posts: 22095
Joined: 5/19/2005 From: Honolulu, Hawaii Status: offline
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Here are the two optional rules I have split out from Cruisers in Flames and Convoys in Flames respectively. I also decided that MWIF Product 1 would contain both versions of the Effects of Offensive Chits during Naval Actions. The players can choose whichever they like for a game (but not both simultaneously). [I am still looking nito the maximum # of partisan units per country.] ============================================================= [54][Rough Seas][Cruisers in Flames, RAW 75 s. 22.4.6] Within Cruisers and Flames there is an optional rule for Rough Seas which makes it more difficult for the lighter ships to move during bad weather. That rule is included here separate from the Cruisers in Flames optional rule so the players can choose whether to add it or not. Note that Rough Seas is only available if and only if you have already selected Cruisers in Flames. Rough weather slows down smaller ships. This is implemented during the naval movement step only, and each light cruiser, destroyer flotilla, naval transport, and convoy that moves into 1 or more sea areas in blizzard or storm has its movement allowance and range reduced by 1 for that step (note that this may prevent the unit from entering its final sea area). ============================================================= [73][Oil Tankers][Convoys in Flames - RAW 76 s. 11.11.2, 19.4, and 22.4.19] Convoys in Flames contains an optional rule that separates convoys into two types: oil tanker convoys and regular convoys. That rule is included here as a separate optional rule so players can decide whether to use it or not, regardless of whether they want to play with the Convoys in Flames optional rule. Minor Convoys When using this optional rule, the number of convoys with which minor countries start is different from the number they normally receive. Some of the convoys are oil tankers. Oil Tankers Oil-carrying tankers are a special kind of convoy. They are treated as convoy points for all purposes unless otherwise indicated below. Only tankers can transport oil resources overseas and only convoys may transport non-oil resources or build points overseas. Each tanker costs 1 build point and takes 5 turns to build. At the start of any friendly impulse, a player may freely convert any of their organized convoy points in port into tanker points, or vice versa. When doing so, it takes 2 convoy points to convert into 1 tanker point, or 2 tanker points to convert into 1 convoy point. For example, desperate for more tankers, Kasigi converts 4 convoys in Tokyo into 2 tanker points at the beginning of his impulse, and then sails them immediately. If you are not playing with this option, tanker units are considered just more convoy points. ============================================================= [80][Naval Offensive Chit][RAW 61 s. 16] This optional rule replaces the effects of using an Offensive Chit during a Naval Action as described in the optional rule Offensive Chits. The purpose of this replacement rule is to bring the MWIF optional rule set into agreement with RAW, August 2004. However, the author strongly prefers the older definition of the effects of playing an Offensive Chit (OC) during a Naval Action, so both rules are provided. If you select this optional rule, then you are playing according to the August 2004 version of RAW. A second reason for providing both versions (the old and the new) is that when playing by email (PBEM) the newer version of the effects of an OC during a Naval Action could require additional emails. Therefore, only the older version is available for PBEM. Specifically, this optional rule can not be used for PBEM games. If you play an offensive chit at the start of a naval action, specify one of your face up HQs that is in a port hex. Any naval or aircraft units stacked in that hex that initiates a naval combat may demand a re-roll of the search dice by both sides, in any round of combat this impulse. Re-rolling of naval search dice may be demanded any number of times this impulse provided that the total number demanded does not exceed the HQ's reorganization value. For example, Nimitz is in Pearl Harbor stacked with 3 SCS and a P-38G fighter. The USA player plays a naval offensive chit on Nimitz at the start of his naval action. The Lighting flies into the 4 box of the Hawaiian Islands and the 3 SCSs into the 4 box of the Marshalls sea area, both of which contain Japanese and US units. During the naval combat step the US picks the Marshall Sea area and they both roll search die. The Japanese roll a 2 to a US roll of 10. The US demands a re-roll. This time he rolls a 5 while the Japanese player rolls a 3. This commits the entire Japanese navy but only the US carrier fleet in the 4 box is included. The US player could take a risk and use up Nimitz's third and last re-roll on another roll, but decides to save this for later rounds (or even to help the Lightning in the Hawaiian Islands) on the (wise) assumption that the search re-roll might end up worse rather than better.
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Steve Perfection is an elusive goal.
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