Welcome to AGSH. A wargaming blog dedicated to my Dad and the world's most noble hobby; collecting toy soldiers. Here toy soldiers clash in great battles from scales of 3mm to 54mm. Also the historical records of the imaginary states of the 6mm Republic of Prussia, the Kingdom of Aksum, the Principality of Huack, the Khedivate of Turkoslavia and the Duchy of Saxe-Huack.

"Truly it can be said of him, without count are his soldiers & beyond measure his might." - Prince Edward in reference to Lord Butler & his invasion force departing London for Mars.

Sunday, October 5, 2014

Naval Warfare '44 a Modification for Memoir '44.

I've been looking for a set of naval warfare rules for over a year now and have yet to find one that I like. I dabbled with a DBx/HotT variant but not much came of it. As I have been reading up on what others have done I found that some are dabbling with M44 for naval warfare. That sounds interesting so I gave it some thought and here is what I've come up with for my own possible game.

Alpha Testing
Shooting at a target in your ships front or rear arc -2 penalty. (PT & SS do not suffer this penalty)
Shooting at a target in your ships amidships arc at no penalty. (All guns may bare down on target. PT & SS cannot shoot amidship.)
Ship must move in direction it's facing. To conduct a turn move the ship to the next hex angle and reduce movement by 1.
Dice: Grenades & Tanks are needed for hits.  Flags work as in M44.
Scale: 1/4800

Ship Class
BB-Battleships: Move 2 hexes and fight. Range of 6 hexes. Fire power: 4,4,3,3,2,2 Armor 6
CG-Cruisers: Move 2 hexes and fight or move 3. Range of 6 hexes. Fire power: 4,4,3,3,2,2 Armor 4
DD-Destroyer: Move 3 hexes and fight. Range of 6 hexes. Fire power: 3,3,2,2,1,1 Armor 3
PT-Torpedo Boat: Move 4 hexes and fight. Range of 3 hexes, 3,3,3  Armor 1 May end movement facing any direction. Targets must be in PT front arc.
*SS-Submarines: Move 1 hex and fight, or move 2. Range of 3. Fire power: 3,3,3 Armor 1 Targets must be  in SS front arc. May end movement facing any direction.
*All surface warfare ships may only attack submarines in an adjacent hex. Only submarines can attack other submarines and not be adjacent.

Depth Charges: Adjacent hex. Fire power: 3
Torpedos: Range of 3 hexes. Fire power: 3,3,3

*All surface warfare ships may only attack submarines in an adjacent hex. Only submarines can attack other submarines and not be adjacent.

Haven't addressed these items yet but I do want to include them:
Aircraft Carriers (AC provide an Aircraft attack each turn?)
Aircraft (Maybe command cards?)
Coastal Guns (Maybe the Barrage command card.)
Kamikaze Attacks (Maybe a command card.)
Mines
Minesweeper
Generic Cargo/Troop Ships (Scenario objects?)
Communication Ships (Scenario objects?)

Command Cards:
Dig In - Removed or changed to allow the laying of mines.
Ground unit specific cards removed.

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