Froonp -> RE: Crew's Experience (7/18/2007 12:03:58 PM)
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quote:
ORIGINAL: christo Normally I would be against this as not being a true reflection of the boardgame but given Harry's response it certainly warrants discussion. Yes, that's why I asked. Moreover, this would be an option, and playing without that option you would be in a true reflection of the boardgame. quote:
Planes would be a natural given the nature of (almost) single combat but how would you propose that this is translated to the army/ navy? On a battleship for example there is such a range of experience that it would not seem appropriate. The land forces though, could easily be -1 combat factor on the turn that they arrive on map to +1 after ?? 6 turns with white print / elite units immune. I've written it all consistently for the Air Force, Navy and Army : ************************************* There are 4 Crew Experience levels. The experience level changes during the production step. All units begin the game at the Normal Experience level : For the Air Force : Green : Planes are -1 to all factors except range (minimum 1) on the first turn on the map, until after the first combat (air to air combat or air mission other than rebase or CAP & escort that produces no combat). Normal : Factors go back to normal the turn after their first involvement in a combat (air to air combat or air mission other than rebase or CAP & escort that produces no combat). Ace : Factors are +1 on all factors except range after 5 more involvements in combats (air to air combat or air mission other than rebase or CAP & escort that produces no combat). Crack : Factors are +2 on all factors except range (maximum double initial factor - or only +1 but roll twice and take the best) after 20 total involvements in combats (air to air combat or air mission other than rebase or CAP & escort that produces no combat). Crew experience goes back 1 level after the plane goes back to the reserve pool, or the plane is aborted in combat. Example, an Ace crew would go back to Normal, a Normal to Green, a Crack to Ace, etc... A green would stay green. For the Navy : Green : Factors are -1 on all factors except range, movement & carrier class (minimum 1) on the first turn on the map, until after the shakedown cruise. Normal : Factors back to normal the turn after the shakedown cruise. The shakedown cruise is the first naval movement that ends in a sea box section, where the ship returns to base at the return to base step. Movements from port to port would not count as the shakedown cruise. Movement at sea that do not stay at sea until the end of the turn would not count neither. Ace : Factors are +1 on all factors except range, movement & carrier class after 5 combats in which the ship was involved. Crack : Factors are +2 on all factors except range, movement & carrier class (maximum double initial factors) after 20 combats in which the ship was involved. Crew experience goes back to Green status after the ship is bottomed. Crew experience goes back 1 level in case of damaged ship. Example, an Ace crew would go back to Normal, a Normal to Green, a Crack to Ace, etc... For the Army : MAR & PARA and White Print units would begin at the normal status. Green : Combat Factor is -1 (minimum 1) on the first turn on the map, until after the meeting with the enemy. Normal : Factors back to normal after the meeting with the enemy. The meeting with the enemy is the first time when the unit finishes the turn in an enemy ZoC. Ace : Combat Factor is +1 after 5 combats in which the unit was involved. Crack : Combat Factor is +2 (maximum double initial factors) (and maybe gain white print status) after 20 combats in which the unit was involved. Crew experience goes back 1 level after the unit is shattered (or Breakthrough'ed). Example, an Ace crew would go back to Normal, a Normal to Green, a Crack to Ace, etc... GBA are also be subject to this rule. ************************************* Edit : Added the CAP & escort that produce no combat in the Air Force part, and the carrier class in the navy part.
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