Using surface TG's as bait

Carriers At War is Strategic Studies Group famed simulation of Fleet Carrier Air and Naval Operations in the Pacific from 1941 - 1945.

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Adam Parker
Posts: 1848
Joined: Tue Apr 02, 2002 8:05 am
Location: Melbourne Australia

Using surface TG's as bait

Post by Adam Parker »

What do people think?

1. Is it legitimate to use your auxiliaries and even surface fleets as baits to lure the enemy, feint the position of your carrier TG's?

2. Should auxilliaries be included in a scenario of this scale where they don't form part of a resupply mission?

3. Should the loss of an auxilliary receive a geater penalty to deter gamey play?
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JD Walter
Posts: 235
Joined: Fri Jun 20, 2003 7:26 am
Location: Out of the Silent Planet

RE: Using surface TG's as bait

Post by JD Walter »

Hi Adam,
 
Your question illustrates the dilemma of a scenario-based game vs. a campaign-oriented one. In my own playgroup, we use the following house rules:
 
1. Auxiliary vessels (TR's TK's, AK's, etc.) are assigned a VP value equal to a CVL.
2. Failure to accomplish the historic mission goal (resupply, transport, etc. - the reason these ships were present in the first place) results in +1000 VP's for the opposing force.
 
This has proven sufficient to prevent the ahistorical or "gamey" use of these assets. You can either edit the scenario file, or (like we do) just add the points up between players at the end of the evening. Hope it works for your group, as well.
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Adam Parker
Posts: 1848
Joined: Tue Apr 02, 2002 8:05 am
Location: Melbourne Australia

RE: Using surface TG's as bait

Post by Adam Parker »

I see Def Zep. Thanks, I just explored the Editor and unless I'm mistaken, to change the VP value of the auxiliaries in a scen it's just a simple click. Likewise to remove them all together.
 
Very impressed.
 
(Btw I appreciate your post in that strategy thread. Printed it out and will give it a read).
 
Cheers,
Adam.
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