Naval House rules

Norm Koger's The Operational Art of War III is the next game in the award-winning Operational Art of War game series. TOAW3 is updated and enhanced version of the TOAW: Century of Warfare game series. TOAW3 is a turn based game covering operational warfare from 1850-2015. Game scale is from 2.5km to 50km and half day to full week turns. TOAW3 scenarios have been designed by over 70 designers and included over 130 scenarios. TOAW3 comes complete with a full game editor.

Moderators: JAMiAM, ralphtricky

Post Reply
macgregor
Posts: 1098
Joined: Tue Feb 10, 2004 6:44 pm

Naval House rules

Post by macgregor »

As I embark on this global WW2 teamplay scenario, I've been trying to create the best, simplest set of house rules for naval combat. Not all scenarios have submarines, but I've included a rule for the ones that do. Please tell me what you think. Perhaps you have a better idea.

Naval House Rules

Carriers(defined as any ship with an attached aircraft unit) and Ports with cities may not be attacked by surface units, only air units.

Units at sea/anchorage may not be attacked from more than one adjacent hex by surface units. This does not include units firing from non-adjacent hexes.

Submarines may not move and attack in the same turn. However they must be attacked by the first unit that moves into an adjacent hex(alone), including transported ground units. Planes may not be assigned to attack subs, but may help if on combat support.

Ships that move into hexes adjacent to enemy ships may not move from that hex until they've either attacked once, or began the turn adjacent. If given more movement, they may leave the hex in the same turn. Alternatively, they can choose to remain in the adjacent hex and bring in whatever other units available to support them.
Post Reply

Return to “Norm Koger's The Operational Art Of War III”