Monday, 2 November 2009

DBSA - The Great War at Sea Gridded...Further Points

Now that the core rules are pretty much done I have been giving some thought to the extra bits and pieces to add to them - optional rules and various other goodies. As a start point i have a list of the following:
  • Minefields
  • Weather and visibility
  • Campaign Rules
  • Points Values
  • Submarines and Raiders
  • Air stuff

Points Values will be the easiest and is merely a mechanism for organising games. I would probably use something similar to HOTT and as an initial thought I was reckoning on using the vessel defence value (allowing for inferior or superior status) as the points cost. If using a 24 point fleet then a maximum of 12 points can be spent on ships costing 4 points or above. I would need to double the cost of torpedo boats and destroyers simply because they are based in pairs. I will consider this further and report any further ideas.

5 comments:

Paul O'G said...

Might I also humbly suggest damage repair, crew skill, commander quality and the thice cursed 'random event' generator!

David Crook said...

Damage repair and crew quality is touched on the rules although it does need a little expansion. Same also for command quality. basically, crews can be either normal, inferior or superior with a + or - 1 for superior or inferior crews respectively. For command I am toying with a points cost for an admiral depending on their initiative bonus e.g. +1 costs 2 points, +2 4points and +3 (the maximum) costing 6 points. I need to think about this though.

David Crook said...

........also the 'thrice-cursed random event' - Certainly not something I had thought of originally but well worth considering - cheers old boy!

Paul O'G said...

One of the great things about a campaign game is that it allows you to recreate a new layer of command - Leaders can now have tactical skill and/or strategic skill. The tacticAl skills you already have, but strategic skills might allow bonus to initiative, an extra move etc to show a wily admiral at work.

Random events can include signals mix-ups, collisions, aircraft accidents, logistic oversupplies, extra tots of rum etc. Dont have to be all bad!

David Crook said...

One of the driving forces behind this set of rules was to be able to easily run a campaign built around them - something like the DBA or HOTT mini campaigns - that would be readily assimilated by the members of the club and suitable to run over a couple of weeks. I enjoy strategic naval games and so meshing a fast play tactical naval set in with it is something I am keen to tackle. Love the ideas about 'random events'.