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Naval House rules

Posted: Tue Apr 19, 2011 12:48 pm
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.