Current Folder: *INBOX * * Sign Out * Compose Addresses Folders Options Search Help SquirrelMail Message List | Delete Previous | Next Forward | Forward as Attachment | Reply | Reply All *Subject: * [wifdiscussion] Re: Playing with LOS vs not *From: * "spacefargo" *Date: * Tue, March 13, 2007 10:43 pm *To: * wifdiscussion@yahoogroups.com *Priority: * Normal *Options: * View Full Header | View Printable Version Lane, We play with some of the SD rules that increase the chances to find ( every 3 units your side flips subtracts one from the search roll, up to a max of -3. 2 enemy CPs or fraction there of count as 1 ship fliped, any face down enemy ship in the 0 box counts as 1 ship flipped for this purpose, and any ship that SBs or lands troops in an invasion also flip and go to the 0 box along with any face up ships you wish to take with them). So you can flip 9 ships (or combination of your flips plus enemy ships flipped in the 0 box or Cps in the 0 box) and get a -3 to search. If the enemy has SBed or invaded you will have enemy ships face down in the 0 box to act as ships flipped for your search roll. Gee, there they are, SBing away and/or unloading invasion troops and you get search bonuses against them. Lots of CPs will act as ships flipped for your search roll. Huge convoys are easier to find. So, in clear weather you can have a max of 4 box, -1 for Nav, and -3 for flipped ships. you could find the enemy on an 8 or less. Before you go bonkers, keep in mind when finding the enemy, you might be rolling a 6, 7 or 8 which gives him a nice roll for surprise points which happens at times. Our group has used this over 3 full games and along with the SD convoy rules seem to like it. IMHO 8 is one too high but I am just one voice. We do not use LOS. But we do use this- "A secondary supply source for a unit is: an HQ the unit co-operates with (see 18.1); or a cooperating supply unit located in any friendly-controlled city (see Supply units) If a unit can't trace a supply path to either a primary supply source or a secondary supply source, it might be able to use a limited supply source instead. Units cannot trace to a limited supply source. In order to use a limited supply source, a unit must be stacked in the same hex as the limited supply source. A limited supply source is: ? any controlled city or port that is not already a primary supply source A limited supply source must be able to trace a supply path either to a primary supply source or to a secondary supply source which is able to trace a supply path either to a primary supply source or to another secondary source, and so on. There can be any number of secondary supply sources in this chain as long as the path ultimately traces to a primary supply source of the unit tracing the path. If you are tracing a path from a secondary supply source to a primary supply source, it is a railway supply path. If you are tracing a path from a secondary supply source to another secondary supply source, it is a railway supply path. If you are tracing a path from a limited supply source to either a primary or secondary supply source, it is a railway supply path, however, all hexes traced must be via rail or overseas (no non-rail hexes allowed). " SO, a Capital city of a minor country controlled by the unit's major power or the capital city of a major power, or a minor country, conquered by the unit's major power, or by a major power the unit co-operates with ARE NO LONGER SECONDARY SUPPLY SOURCES! But you can create one in any city with a suppy unit. Supply units are essential now as they act as HQs when in cities. Also, any unit in a city or port that can trace a suppy path to a primary or secondary source will be in suppy. (EX. German subs in Brest are in supply if Brest can trace a railway supply path back to Germany.) This is much better IMHO than any RAW or mod I've seen. --- In wifdiscussion@yahoogroups.com , "lbinflorida42" wrote: > > Another perspective might be that -1 is not enough. If you are trying > to cut supply to Malta you do know exactly where the ships have to end > up at so how hard should it be to find them? Moreover, you know where > the enemy has his major fleet bases and what general course he has to > take to the known destination. > > Frankly IMHO part of the problem with WiF's naval system is that it's > too hard to have combat. Instead of dropping -1 for 1 CP I would make > it -1 for every 5 CP's to 10 CP's is -2 and 15 CP's is -3. I would > also include TRS and amphibs. So 6 TRS give -2. Exactly how hard > should it be to find a 5,000 ship D-Day when a drunk moron with a > phone on a hill can ring in and tell you where the enemy is invading? > > After all that I would add another -1 if any unit on that seazone is > drawing supply from the seazone and I would use this with LOS or without. > > If it's easier to have combat we'll have less of the other side > providing shore bombardment because they were not found along with > myriad other issues. > > Lane > > > --- In wifdiscussion@yahoogroups.com , devinc@ wrote: > > > > We play LOS and I don't see a problem as long as you make a tiny house > > rule....1 CP in a zone does not give a -1 to search rolls. One small > change and > > most of the problem is fixed. > > > > If you rue the Allied burden, play with Food in Flames. > > > > Also, for the Med, keep in mind that TRS can also keep open supply > and they > > travel with the fleets. > > > > Devin > ------------------------ Yahoo! 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