I had requests when I first started this, for my campaign set up. I didn't do it then because its not perfect. After three gaming sessions, I can say there are some things that don't work quite right. We had some difficulty integrating subs... and I am no closer to sorting out how this would work with a carrier. But, for anyone interested [accepting that this is not perfect], you can give it a try.
We gamed with a double blind "matchbox" system. I built a grid out of 100 small matchboxes, labeling each of them. I drew a grid map, with the matchbox locations (A1, A2, A3... B1, B2....) for plotting purposes for both players. Sea lanes and shallow areas were designated prior to game start. The missions were written on pieces of paper and randomly drawn (so we did not know what the other player had as his missions).
Shipwreck
Campaign
All groups move at rate of
slowest vessel.
Plot Movement of each Group
Undamaged Surface Combatants only 3 spaces
½ Speed Surface Combatants or Cargo 2 spaces
¼ Speed Surface Combatants 1 space
Submarine Stalking Only 1 space
Submarines Cruising 2
spaces
Submarines Sprinting 3
spaces
Each group moves 1 space
(resolve contacts). Each group with a 2nd
space movement moves (resolve contacts).
Each group with a 3rd space movement moves (resolve
contacts).
All plotting must be meticulously recorded.
Movement is simultaneous,
but players must alternate groups so that each is moving one group at a
time. Players are required to move the
fastest of their groups first, alternating until all are moved.
Roll for Initiative, winner
chooses to start or have opponent start.
Move all groups moving 3
spaces first 2 spaces. Opponent does
same.
Move all groups moving 2
spaces all 2 spaces. Opponent does same.
Move all groups moving 1
space, 1 space. Opponent does same.
Move all groups moving 3
spaces final space. Opponent does same. On a
roll of 1-5, player may alter (re-plot) third space movement… roll must be
announced and viewed. Replot must be
logged as such, recording die roll result as well.
Contact prevents further movement
until resolved.
When any group with a
surface element (combat or cargo) moves into a space with a group with any
surface element, there is the potential of contact. Unless both groups deliberately avoid each
other, you will have to game the contact out on the table top. Arrange the groups with headings according to
their plotted movement. Determine the
starting range. Game out the encounter
until all elements are destroyed or retreated, or until 11 or more turns have
passed. Record ammunition expenditures,
determine if any vessels are forced to leave the group, and assume the groups
will continue their movement.
If a group retreats, they
move back into the space they previously left if they still have movement. This could result in further contacts.
ON the 11th
turn, roll a d10… on a 1, the groups are forced to break off. On the 12th turn, on a 1-2, the
groups are forced to break off, and so on.
If one group is retreating, they move back into the space they
previously left if they still have movement.
When a contact is made with
a group comprised only of subs, contact may not result in a battle.
Stationary sub group can initiate contact with any
group entering its space.
Stalking subs can initiate contact with any group
they make contact with.
Cruising subs can initiate contact with Stalking and
Sprinting Subs or Surface Groups only.
Sprinting subs can initiate contact with Sprinting
Subs or Surface Groups only.
Surface Groups with at least one Sonar 2 can initiate
contact with any moving subs.
Surface Groups with at least one Sonar 3 can initiate
contact with any sub group.
Surface Groups always make contact with other surface
groups.
Stationary sub groups (slow patrols) are at -2 to be
detected until first detected (each sub, individually).
Stalking sub groups are at -1 to be detected until
first detected (each sub, individually).
Damaged ships are allowed
to break off from groups (forming new groups), however, they must travel
towards home channel spaces only unless escorted by undamaged ships.
A Group may have several
encounters in the same turn.
Roll for repairs at the end
of each 8 hour shift, if needed. Roll
until vessel is mobile, or has sunk. A
player can voluntarily choose to scuttle a Crippled vessel before choosing to
roll, a Scuttled vessel does not count towards opponent’s VP (but is a -1 VP
for owning player).
Damaged systems are assumed
to be destroyed unless a “1” is rolled for repairs.
We will assume fairly accurate reporting on sunk
vessels.
Air patrols may be sent out
between turns. Each player nominates a
single region, or up to 3 connecting regions.
The initial region can be searched on a 1-4, with each additional region
on a 1-2 each, or the initial region can be searched on a 1-8. Rolling a “1” on any search means the player
will be informed of the specific ships in the group found (if any)…. But not
subs.
Helicopters and Patrols
Total the number of helos
in the group (any shot down helos have been lost). For every full 3 helos, 1 helo will be in the
air, 1 helo will be at the ready, and 1 helo will be refueling/rearming. For partials of 2 helos, roll randomly for
status, however, only one helo will be in each category (you would not have both
helos refueling at the same time in the group).
Roll randomly for a partial of 1 helo.
Once a group has at least 2 helos in the air, the player may choose to have additional airborne helos at the ready.
Once a group has at least 2 helos in the air, the player may choose to have additional airborne helos at the ready.
Optional, airborne helos roll randomly for 5+d10 turns
of fuel left. Refueling helos roll
randomly for 5+d10 turns left until ready.
Victory Points
Sunk enemy Combatant +3 points
Scuttled own Combatant -1 points
Additional
Missions
Escort Cargo ships (3) to opposing board edge… end turn unopposed in region (not sea lane)
Each ship that makes it +3 points
Each ship sunk -1
point
Escort Amphibious Group to opposing board edge… end turn unopposed in region
(not sea lane)
(USN, Assault Carrier…. USSR, Rogov and 2x Alligator)
USN Assault Carrier makes it +10 points
USN Assault Carrier sunk -4 points
Rogov makes it +6
points
Rogov sunk -2
points
Alligator makes it +2
points each
Alligator sunk -1
point each
Escort Boomer
into enemy sea lane unopposed
(USN, Ohio class…. USSR, Typhoon class)
Ends turn undamaged in enemy sea lane +10 points
Boomer sunk -4
points
Sub Hunt
Additional points for sinking enemy Subs +3 points each
Sub Screen
No additional points, but player gains additional
Submarine assets
These can be added
to groups, or placed forward 4 spaces
(TBD…. Like 2 USN subs, 3 USSR subs of varying
quality… can be combined or spread out)
Aggressive Patrolling, bring Combat Group into enemy sea lane unopposed
Ends turn in enemy sea lane +3 each sea lane (once per lane
only)
Head Hunter,
attempt to sink enemy command ship
Nominated command vessel sunk +6 points
How well does Shipwreck handle submarine warfare.
ReplyDeleteAdmittedly, that is probably the weakest part of the game..... mechanically, it mostly makes sense, but the interaction between subs and surface groups seems strange. Its hard to game something than a sub closing on a ship. I have thought about ways of "improving" this aspect, but no answers yet.
DeleteAs written, they play okay, it just will seem odd.
I would love to see an OoB for this campaign. I might try to run it using Surface Battlegroup, my rules of choice.
ReplyDeleteI posted that when we started the campaign... the campaign only took 3 gaming sessions to play out, but because of divergent schedules it took us months to work those 3 sessions in. Look here... http://miniwrath.blogspot.com/2014/07/shipwreck-cold-war-campaign.html Following the campaign framework, we drew missions randomly (so I gained a Soviet amphibious group to escort off the map, for example)
DeleteLink seems to be off, check my July posts.
Delete