Shannon V. OKeets -> RE: optional rules (8/13/2006 9:45:07 PM)
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Some more optional rule writeups for you to critique. ============================================================= [24][Optional CV Searching][RAW 27 s. 11.5.5] This optional rule makes the effectiveness of carrier based air units, when performing naval searches, dependent on the range of the air unit. The effect of this rule is that carrier based air units built early in the war are much less effective when performing naval searches that those built later in the war. Normally, the search number for a sea box is increased by 1 in Fine, Snow, or Rain when an undamaged, committed carrier is present. This optional rule replaces that universal increase of 1 with a modification based on the carrier air unit with the longest range. Note that the carrier air unit must be on an undamaged, committed carrier. If the longest range is 1-3, there is no modification made to the search number. If the range is 4-6, the search number is increased by 1. Finally, if the range is 7 or more, the search number is increased by 2. ============================================================= [25][Pilots][RAW 28 s. 14.6] In World in Flames, each aircraft unit comes with an inherent air and ground crews, which together are simply referred to as a ‘pilot’. This optional rule separates the pilot from the aircraft, which affects how air units are built, made operational, and destroyed. Basically, if you built 4 air units, but only 3 pilots, then one of the air units would not be available for combat duty. Instead, it would be placed in an air reserve pool. Under certain conditions though an air unit is destroyed, its pilot may survive and can then be assigned to an air unit from the air reserve. V-Weapons and A-bombs do not need pilots. Carrier units are only affected by the optional rule for Pilots if the additional optional rule for Carrier Air units is also being used. Pilots are built/trained separately from air units (each pilot costs 2 build points) and the cost of each air unit is comparably reduced by 2 build points. The net result is that an air force costs slightly less when this optional rule is being used. The reduction is caused by 2 events: (1) pilots surviving after the air unit itself is destroyed, and (2) poorer quality air units never being assigned pilots but instead left in the air reserve indefinitely. In the latter case, what happens is that a player builds a group of air units and assigns pilots to the best ones in the group. Rather than give the poorer units pilots, he instead builds more air units and holds the pilot(s) in reserve, awaiting the arrival of the better air units as reinforcements. Pilots cost 2 build points and take 3 turns to train. They are subject to gearing limits as a separate class. In the reinforcement stage the number of arriving pilots is immediately added to the number of available pilots. Instead of putting reinforcing air units directly onto the map, you decide whether to assign them a pilot (assuming a pilot is available) or to place them in the air reserve pool. For each aircraft assigned a pilot, the number of available pilots is reduced by 1, of course. After you have finished placing new reinforcements, you can remove active air units from the map and put them into the air reserve pool. They must be in a city in their home country to do this. For each aircraft you move to the air reserve pool, the number of available pilots increases by 1. You can move minor country air units into the air reserve pool from any city that its reinforcements can arrive in. For example, the German player has 2 available pilots at the start of the Nov/Dec 1939 reinforcement stage. He takes 2 aircraft from the air reserve pool and puts them on the map, reducing his available pilot total to 0. Then he removes the obsolete He-51 from Berlin and moves it to the air reserve pool, increasing his available pilots total to 1. Note well, that pilot can not be assigned to an air unit until the next turn. If an air unit is destroyed, the pilot might ‘die’ with it. The pilot dies if the aircraft is destroyed: ∙ in a sea area where his side has neither a naval unit nor a port, ∙ by an orange air-to-air combat result and the combat was over any sea area or enemy controlled hex, ∙ by a red air-to-air combat result, ∙ by anti-aircraft fire, ∙ by being overrun on the ground if the air unit is passive, ∙ by being overrun on the ground, even if the air unit is active, if the owner is surprised that impulse, ∙ by being in its home country when it is conquered, ∙ because it cannot return to base, ∙ by carpet bombing, ∙ if it is marked with a black death's head, or ∙ while flying a kamikaze mission. Though the circumstances warranting this occur rarely, you can convert pilots back into build points. The two occasions when this might happen are: towards the end of the game when you find yourself with a glut of pilots, or in a desperate situation when you need every possible build point simply to hold on. During the production phase, simply give yourself 1 extra build point for each pilot you subtract from your total available pilots. Any air unit on a damaged and successfully aborted naval transport, is placed into production to arrive as reinforcement in the next turn. This includes the arrival of a pilot for the air unit. When using the optional rule for Carrier Air units, any carrier plane on a damaged and successfully aborted carrier, is placed into production to arrive as reinforcement in the next turn. This includes the arrival of a pilot for the carrier air unit. However, when a carrier is destroyed , any carrier air unit and its pilot are destroyed also. When using the optional rule for Bottomed Ships, a carrier plane and its pilot on a bottomed carrier are still destroyed. When using the optional rule for Internment, a minor country air unit can rebase into a neutral minor country. An air unit that does that is destroyed, but the pilot survives and the number of available pilots increases by 1. When using the optional rule for Recruitment Limits only 1 air unit, with its pilot, may be placed in each eligible city. There are special rules for pilots when a country is conquered or Vichy France is declared. For the details on what happens to pilots already assigned to air units and to those in production, see the section of the rules for Conquest and Vichy France. ============================================================= [26][Food In Flames][RAW 29 s. 13.6.1] This optional rule reflects the dependence of Great Britain on the rest of the Commonwealth for food. If supply lines to the other member nations of the Commonwealth are not maintained to Great Britain, then the factories there produce less. For each of (1) Australia, (2) Canada, (3) India, and (4) South Africa where no resources are transported to a factory in Great Britain during a turn, the number of resources that did reach a useable factory in Great Britain is reduced by two (minimum 0). The Commonwealth player chooses which resources are lost. For example, it is Jul/Aug 1942, and the Commonwealth player managed to ship 1 resource from Canada to a factory in Great Britain this turn. Alas the convoy lines from India and South Africa are cut and Australia is Japanese controlled. A total of 15 resources did reach useable factories in Great Britain this turn. Because 3 of the requisite 4 convoy pipelines were cut, that number is reduced by 6, from 15 to 9. The Commonwealth chooses to lose 6 non-oil resources.
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