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Author Topic: Clash of the Aquanauts - an early stage project thread for BLAM 2011  (Read 95021 times)

Offline gamer Mac

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Re: Clash of the Aquanauts - an early stage project thread for BLAM 2011
« Reply #210 on: 18 September 2011, 12:35:20 AM »
And the actual rules

Rules

Initiative
Roll D6 to win initiative.
Any torpedoes in play move first, in initiative order.
The subs/walkers then move in order

Movement - submarines

Three speeds available both forward and reverse
Stop/half speed/Full ahead
Can only move up or down a speed every turn
Every vehicle has one free 45 degree at the end of its move.
Submarines are free to move over the smaller pieces of terrain.

Movement – walkers

Any speed on any turn.
Walkers gain an extra free 45 degree turn that can be used at any time during the turn.
Walkers can’t cross the abyss.

Repair rolls
If you stay stationary for a turn you can repair one damaged component.
Roll a D6. 1 to 5 is the number of points repaired. A 6 means “Where’s that spanner” the component is un-repairable this turn.

Damage
Got to get through the armour before damage to internal systems starts.
After getting through the armour roll a D6

1) Controls/Manoeuvrability
2) Power
3) Weapons – torpedoes
4) Weapons – Close combat
5) Life support
6) Structure
If a location can’t take all the damage it moves down the table to the next location

Combat
The target number to hit is the current control value of the sub attacking.
Damage is the current close combat weapon value of the attacking sub.

Torpedoes
Initial launch speed 8”
If no contact is made, on the next turn roll a D6.
3 to 6 = torpedoes travels that distance in a straight line
1 or 2 = Off course roll D6 1,2,3 left or 4,5,6 right. Roll D6 again for movement.
10 points of damage on contact.
Torpedoes can’t cross terrain

Offline Dewbakuk

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Re: Clash of the Aquanauts - an early stage project thread for BLAM 2011
« Reply #211 on: 18 September 2011, 12:54:42 AM »
What about infantry types?
So many projects..... so little time.......

Offline OSHIROmodels

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Re: Clash of the Aquanauts - an early stage project thread for BLAM 2011
« Reply #212 on: 18 September 2011, 01:14:42 AM »
Couple of questions first if I may  :)

Regarding the ten free points, does this mean that the subs actually have 70 points to spend and what is the total force pointage composition (if that makes sense as a sentence)?

I'm assuming that subs have to be in relative close proximity for the close combat weapons to be in effect (daft question, I know, but I'm just making sure)?

So each total numeric figure in the sub build rules sections are the stat amounts that are counted for damage taken, repaired etc?

Is the armour only punched through once for the whole sub or does each section have a separate armour rating (same value, just a different location)? After the armour has been taken out does any further damage go directly on the internal systems?

I'm assuming no electric weapons are permitted  :D

I like the look of the rules, there's a bit of paper work involved but for vehicles and the like I don't really mind  :)

Looking forward to this more and more  :D

cheers

James


Offline Andym

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Re: Clash of the Aquanauts - an early stage project thread for BLAM 2011
« Reply #213 on: 18 September 2011, 08:38:29 AM »
Theres 70 points to spend on your entire force. As colin said, the initial 10 can be split into as many craft as you want, i.e. 1 sub has 10 structure, 2 subs have 5 points each, 3 subs have 3 structure points(always round down), etc. The other 60 is your build points that can be allocated,
 as you see fit, between all your craft. Again if you have 2 subs you may wish to split your 60 points, 30 points in each sub.

In close combat we decided that our subs had to be touching to be engaged in combat, but if you design something that can be SHOWN on your model that gives some sort of extended reach, then its the reach of the model. Remember though if your have something protruding from the front, its likely to get shot off and make your sub easier to hit. We also decided that if a torpedo  hits anything sticking out of your sub(i.e. fins, feet, spar torpedos,etc.) then that torpedo strikes the sub!!


So each total numeric figure in the sub build rules sections are the stat amounts that are counted for damage taken, repaired etc?

This is correct. It also gives the value of damage for your close combat weapon and how fast your vehicle goes and how hard it is to hit with your close combat weapon.

The armour value for the sub is as a whole. Locations for damage are only rolled after the subs armour has been blown off!!!

Any close combat weapons you can dream up can be used. Your only limit is the points placed in said weapon. Torpedos are the only missile weapon available though...

Remember its not essential that people bring subs we will have 6 ready, but I can imagine it being a lot nore fun with peolpe with their own!

Colin-Its maybe worth modifying the walkers section. Walkers cannot cross terrain, not just the aybss.

 

Offline Andym

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Re: Clash of the Aquanauts - an early stage project thread for BLAM 2011
« Reply #214 on: 18 September 2011, 08:46:02 AM »
What about infantry types?

Sorry Dean, Westfella Chris was originally supposed to write up the rules( probably a better man than us at doing it!!)and I think he was planning for everything, but we haven't heard from him recently. We were trying to keep things simple for our first set of rules. If you can offer us any simple ideas that complement our rules feel free.... 

Offline OSHIROmodels

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Re: Clash of the Aquanauts - an early stage project thread for BLAM 2011
« Reply #215 on: 18 September 2011, 09:00:42 AM »
Thanks Andy  :D

I'll be designing mine today then (already started the build  8) ).

cheers

James

Offline gamer Mac

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Re: Clash of the Aquanauts - an early stage project thread for BLAM 2011
« Reply #216 on: 18 September 2011, 10:08:51 AM »
Colin-Its maybe worth modifying the walkers section. Walkers cannot cross terrain, not just the aybss.


We maybe need to clarify that when we finalise the board. Things like the temple, there is room for walkers to fit in there and some walkers maybe big enough to step over some of the smaller pieces.

Offline Mister Rab

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Re: Clash of the Aquanauts - an early stage project thread for BLAM 2011
« Reply #217 on: 18 September 2011, 12:42:45 PM »
There had better be plenty of pictures of this game when it happens. I'm always pleased when I see this thread pop up on my 'new replies' list  :D

As a kid I loved that 'underwater star trek' programme (something DSV?) and, of course, 20,00 Leagues, Clash of the Titans and any Bond film with underwater bits, so I think the whole idea and execution is just dandy! Interesting as well to see the collective thought process that goes into a project like this. Keep up the good work, chaps  :)


Painted/purchased (2024) - 18/28

Offline Hammers

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Re: Clash of the Aquanauts - an early stage project thread for BLAM 2011
« Reply #218 on: 18 September 2011, 04:49:04 PM »

Movement - submarines[/b]
Three speeds available both forward and reverse
Stop/half speed/Full ahead
Can only move up or down a speed every turn
Every vehicle has one free 45 degree at the end of its move.
Submarines are free to move over the smaller pieces of terrain.




I have completely forgotten about manoeuvring in my own river game. Why have  you chosen to let them make up to a 45 degree turn *at the end* of their move rather than during?

Offline Andym

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Re: Clash of the Aquanauts - an early stage project thread for BLAM 2011
« Reply #219 on: 18 September 2011, 05:04:21 PM »
We were thinking of it as a kind of drift for the subs, but more importantly, we're going to have some torpedoes zooming about. If someone has to move forward first it may make them run into the path of a torpedo! It let's sub commanders try to guess the probable path of a target sub.

Offline Captain Blood

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Re: Clash of the Aquanauts - an early stage project thread for BLAM 2011
« Reply #220 on: 18 September 2011, 05:14:37 PM »
I think that seabed needs a crashed Zeppelin...  ;)  :D

Offline OSHIROmodels

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Re: Clash of the Aquanauts - an early stage project thread for BLAM 2011
« Reply #221 on: 18 September 2011, 05:17:22 PM »
Ooo, now you've got me thinking...

How about a model of the Lusitainia  :D

I have completely forgotten about manoeuvring in my own river game. Why have  you chosen to let them make up to a 45 degree turn *at the end* of their move rather than during?

It does make you have to think a hell of a lot more when planning your moves  :)

I've played a few games like that and does make for a better game.

cheers

James

Offline Westfalia Chris

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Re: Clash of the Aquanauts - an early stage project thread for BLAM 2011
« Reply #222 on: 18 September 2011, 10:17:10 PM »
Erm, shame on me, indeed - when it became clear that it became obvious that I'd be moving back to Germany, hence unable to attend Blam, somehow the Aquanauts project dropped from my attention. I did, however, complete a pretty much complete set of rules for infantry, and I'll be happy to post them (although I have to locate the USB stick first, but tomorrow).

Basically, I provided for various types, classified by "metabolism" (i.e. lung and gill breathers and amphibian organisms), and movement type, (i.e. natural swimmers, learned swimmers, and footsloggers which have to walk on the seabed).

I had a slightly different mechanism for combat, but I'll adapt it to match your rules and put up the complete rules tomorrow.

Again, terribly sorry.

Offline Andym

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Re: Clash of the Aquanauts - an early stage project thread for BLAM 2011
« Reply #223 on: 19 September 2011, 06:49:03 AM »
Again, terribly sorry.

I'm just sorry you won't make it to BLAM! The original game was supposed to be our two subs fighting! It's ashame.

James- we talked of doing a sunken paddle steamer with the captain, dead, but still draped over the wheel. The only problem is the time we have left! 7 weeks to BLAM!!

Offline Hammers

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Re: Clash of the Aquanauts - an early stage project thread for BLAM 2011
« Reply #224 on: 19 September 2011, 07:51:45 AM »

It does make you have to think a hell of a lot more when planning your moves  :)


I think I'll have my teams plot their course on a laminated sea-(river-)chart. The tugboat and the steamer are allowed up to a 45 degree turn during their course. The motor launches, being more nimble in the water, are allowed up to a 90 degree turn.

 

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