More Historical War at SEA

We have a new ” More Historical War at Sea” proposal from Avi Solomon. Playtest volunteers are welcome. Post your comments or experience with this proposal.

BOARD CHANGES

Barents and Med are worth 3 POC for Axis control.

Baltic is worth 2 POC for Axis control, 3 POC for Allied control

Game Length increased to 10 turns

OOB and Reinforcement changes listed below

Some ship values have changed.

SPECIAL RULES

1. American ships can enter the North and South Atlantic, the North Sea, the USA and England.  At the end of the turn, any US ships at sea can return to the USA.

2. British ships cannot base in Russia. British ships at sea in the Barents at the end of each turn must return to either England or the USA.

3. Convoys now have a specific destination port shown by the letter after its number.  E means England, M means Malta and R means Russia.  The Allies now get 4 POC per Convoy that reaches its destination, reduced by 1 for each damage on it, then the POC value is halved and rounded up if its destination is England. The Malta Convoy starts in England.  If it is disabled in the South Atlantic, it returns to England. If disabled in the Mediterranean Sea, it reaches its destination, Malta.

4. Allied ships in the South Atlantic that are disabled return to England, not the Neutral Port.

5. At the end of the turn, Allied ships at sea in the South Atlantic can return to Malta if the Mediterranean is not Axis controlled.

6. Free French ships appear in England.

7. German ships lose their Special +1 to their attack dice while in the North and South Atlantic.

8. The Axis LBA is placed before the Allied LBA.

9. Italian ships are rolled for and moved before the Allies roll for availability and move.

10. The Axis LBA cannot enter the Mediterranean until Turn 3.

11. Unless the Axis control the Mediterranean Sea for two consecutive turns the Italians surrender at the start of Turn 9. If the Italians surrender, remove all Italian ships from the game.

-AREAS- (Axis POC Value / Allied POC Value)
Barents Sea (3/1):
North Sea (3/1):
North Atlantic Ocean (3/1):
South Atlantic Ocean (3/1):
Mediterranean Sea (3/1):
Baltic Sea (2/3):

+ after the gunnery value indicates the ship receives the attack bonus unless a special rule precludes it.
-PORTS-
England (8):
3-0-* Allied Air Strike
0-2-6(2) Furious
0-3-7(3) Ark Royal
0-2-6(2) Courageous
4-4-7 Hood
3+4-6 Renown
3-3-6 Repulse
5-5-3 Nelson
5-5-3 Rodney
4-4-3 Resolution
4-4-3 Revenge
4-4-3 Royal Sovereign
4-4-3 Ramillies
4-4-3 Royal Oak
1-1-7 Berwick
1-1-7 Cumberland
1-1-7 Dorsetshire
1-1-7 Effingham
1-1-7 Exeter
1-1-7 Hawkins
1-1-7 Kent
1-1-7 Norfolk
1-1-7 Suffolk
1-1-7 York

Malta (2):
0-2-6(2) Glorious
4+5-4 Warspite
4-4-4 Barham
4-4-4 Malaya
1-1-7 Devonshire
1-1-7 Shropshire
1-1-7 Sussex
Leningrad (1) (Turns 4-10):
Russia (2) (Turns 4-10):
USA (10):
Germany (8):
3-0-* Axis Airstrike
3+5-7 Scharnhorst
3+5-7 Gneisenau
1+1-7 Admiral Hipper
1+1-7 Blucher
2+3-6 Admiral Scheer
2+3-6 Graf Spee
2+3-6 Lutzow
1-0-* U-boat
1-0-* U-boat
1-0-* U-boat
France (3) (Axis Port on Turns 3-9):
Italy (4):

REINFORCEMENTS
Axis limited to 7 U-boats total
TURN 2: MAY TO DEC 40
0-4-7(2) Illustrious
1-2-4(1) Eagle
4+5-4 Valiant
1-1-7 Cornwall
1-0-* U-boat

Each turn, Italians roll 4 to 6 for each undamaged ship and must sail
4-6-6 Littorio
4-6-6 Vittorio Veneto
3-3-5 Andrea Doria
3-3-5 Caio Duilo
3-3-5 Conte di Cavour
3-3-5 Guilio Cesare
1-1-7 Bolzano
1-1-7 Fiume
1-1-7 Gorizia
1-1-7 Pola
1-1-7 Trento
1-1-7 Trieste
1-1-7 Zara
TURN 3: JAN TO JUN 41
0-4-7(2) Formidable
0-4-7(2) Victorious
4+6-6 King George V
4+6-6 Prince of Wales
4+5-4 Queen Elizabeth
1-1-7 London
1-3-3 Convoy 1E
4+6-6 Bismarck
1+1-7 Prinz Eugen
1-0-* U-boat
TURN 4: JUL TO DEC 41
1-3-3 Convoy 2R

Russian ships enter each turn on 5-6
3-3-3 Marat
3-3-3 Okt Revolutia
1-1-7 Kirov
1-1-7 Maxim Gorky
4+6-6 Tirpitz
1-0-* U-boat
1-0-* U-boat
TURN 5: JAN TO MAY 42
4+6-6 Duke of York
1-3-3 Convoy 3M

US ships come in on the roll of a 6, decrementing by 1 each turn.
0-3-6(4) Ranger
5-5-4 Washington
4-4-3 New York
4-4-3 Texas
3-4-3 Arkansas
1-1-7 Augusta
1-1-7 Tuscaloosa
1-1-7 Wichita
1-0-* U-boat
1-0-* U-boat
1-0-* U-boat
TURN 6: JUN TO SEP 42
4+6-6 Anson
4+6-6 Howe
1-3-3 Convoy 4E
1-0-* U-boat
1-0-* U-boat
1-0-* U-boat
TURN 7: OCT 42 TO JAN 43
1-3-3 Convoy 5R
4-6-6 Roma
1-0-* U-boat
1-0-* U-boat
1-0-* U-boat
TURN 8: FEB TO JUN 43
1-0-* U-boat
1-0-* U-boat
TURN 9: JUL 43 TO JAN 44
1-1-7 Suffren
4-6-6 Impero
1-0-* U-boat
1-0-* U-boat

TURN 10: FEB TO MAY 44
1-1-7 Duquesne
1-1-7 Foch
1-0-* U-boat

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7 Comments to “More Historical War at SEA”

  1. Yes, it’s a dead thread but I have some questions in case the original poster is reading.

    How did you determine the changed ship factors for Warspite, Renown, the German Panzerschiffen, the German cruisers, the aircraft carriers, and Bismarck/Tirpitz? I’m all for changes where warranted, but don’t understand those.

    Why include Effingham? She was rebuilt as a light cruiser (smaller guns) before the war started. Cornwall spent the entire war (and Hawkins most of it) in the Pacific/Indian oceans. I wouldn’t include them either.

    I like that you addressed the Italian fuel shortage, but I’m not sure a roll per ship to get out of port is the right way to handle it. Maybe a limit on the number of ships that can sail?

    Seems like the game balance for this version would be very pro-Allies. I would be willing to play test it.

  2. Would be glad to playlets and help with the module

  3. TEST OF MORE HISTORICAL VARIANT 2 (EXCEPT FOR RULE 10)
    BY RICK VIROST AND AVI SOLOMON
    (SUMMARIES WRITTEN BY RICK VIROST)

    TURN 1 SUMMARY

    A quiet turn once the restarted Allied deployment
    was in place.

    POC:

    Axis: Barents, Baltic = +5 Axis
    Allies: North, North Atlantic, South Atlantic, Med = +4 Allies
    POC marker moves to +1 Axis

    Ships Sunk:

    Axis: None
    Allies: None

    Ships Damaged:

    Axis: None
    Allies: None

    Ships Not In Home Port:

    Malta: Ramillies, Resolution, Revenge,
    Royal Oak, Royal Sovereign

    TURN 2 SUMMARY

    Another quiet turn, except for some success on the Allied LBA
    bombing runs in Italy.

    POC:

    Axis: Barents, Baltic = +5 Axis
    Allies: North, North Atlantic, South Atlantic, Med = +4 Allies
    POC change: + 1 Axis POC marker moves to: +2 Axis

    Ships Sunk:

    Axis this turn: None
    Previous turns: None

    Allies this turn: None
    Previous turns: None

    Ships Damaged:

    Axis: Comte di Cavour (3 damage)
    Allies: None

    Ships Not In Home Port:

    Malta: Ramillies, Resolution, Revenge,
    Royal Oak, Royal Sovereign

    TURN 3 SUMMARY

    Another quiet turn, except for some success on the Axis LBA
    bombing runs in the Mediterranean Sea.

    POC:

    Axis: Barents, Baltic = +5 Axis
    Allies: North, North Atlantic, South Atlantic, Med = +4 Allies
    POC change: + 1 Axis POC marker moves to: +3 Axis

    Ships Sunk:

    Axis this turn: None
    Previous turns: None

    Allies this turn: None
    Previous turns: None

    Ships Damaged:

    Axis: None
    Allies: Royal Sovereign (2 damage)

    Ships Not In Home Port:

    Malta: Ramillies, Resolution, Revenge,
    Royal Oak, Royal Sovereign (2 damage)

    North Atlantic: Convoy 1A

    TURN 4 SUMMARY

    A brutal sea battle in the North Sea, and U-Boats run rampant
    in the North Atlantic. Italians take control of the Mediterranean.
    Big black headlines in the London papers and Churchill is looking
    for a new First Sea Lord for his cabinet.

    One convoy sneaks into Russia, and the Russians control the Baltic.
    The damaged Convoy 2B limps into England and delivers a few supplies.

    POC:

    Axis: North, Mediterranean = +6 Axis
    Allies: South Atlantic, Barents, Baltic, Convoy 1A into Russia,
    Convoy 2 with two damage into England = +9 Allies
    POC change: + 3 Allies POC marker moves to: Zero

    Ships Sunk:

    Axis this turn: 2 U-Boats
    Previous turns: None

    Allies this turn: Glorious, Exeter
    Previous turns: None

    Ships Damaged:

    Axis: Tirpitz (3 damage), Gneisenau (2 damage), Lutzow (1 damage)
    Comte di Cavour (1 damage)
    Allies: Malaya (4 damage), Convoy 2B (2 damage), Washington (3 damage)

    Ships Not In Home Port:

    Malta: Royal Sovereign (2 damage)

    USA: Malaya (4 damage)

    TURN 5 SUMMARY

    A brutal sea battle in the Mediterranean Sea, with control won
    by the Allies. U-Boat continues to interrupt Allied control of the
    North Atlantic.

    POC:

    Axis: Baltic, Barents = +5 Axis
    Allies: South Atlantic, North, Mediterranean = +3 Allies
    POC change: + 2 Axis POC marker moves to: +2 Axis

    Ships Sunk:

    Axis this turn: 3 U-Boats, Fiume, Comte di Cavour
    Previous turns: 2 U-Boats

    Allies this turn: None
    Previous turns: Glorious, Exeter

    Ships Damaged:

    Axis: Littorio (6 damage), Andrea Doria (2 damage), Caio Duilio (2 damage)
    Allies: Barham (2 damage), Queen Elizabeth (4 damage), Warspite (1 damage)
    Prince of Wales (3 damage), Duke of York (2 damage)

    Ships Not In Home Port:

    Malta: Royal Sovereign, Warspite (1 damage)

    USA: Malaya, Barham (2 damage), Queen Elizabeth (4 damage)

    TURN 6 SUMMARY

    Another bruising sea battle in the Mediterranean Sea,
    with control maintained by the Allies.
    U-Boat interrupts Allied control of the North Sea.

    POC:

    Axis: Baltic, Barents = +5 Axis
    Allies: South Atlantic, North Atlantic, Mediterranean = +3 Allies
    POC change: + 2 Axis POC marker moves to: +4 Axis

    Ships Sunk:

    Axis this turn: 2 U-Boats
    Previous turns: 5 U-Boats, Littorio, Comte di Cavour

    Allies this turn: None
    Previous turns: Glorious, Exeter

    Ships Damaged:

    Axis: Andrea Doria (1 damage), Guilio Cesare (1 damage)
    Allies: Ark Royal (2 Damage), Warspite (1 damage)

    Ships Not In Home Port:

    Malta: None

    USA: Barham, Queen Elizabeth

    TURN 7 SUMMARY

    Wild sea battles in the Mediterranean and South Atlantic.
    U-Boats in great number interrupt Allied control of the North Atlantic.
    Italy decides to surrender for Turn 8.

    POC:

    Axis: Baltic, South Atlantic = +5 Axis
    Allies: Barents, North Sea, Mediterranean, Convoy 3C = +7 Allies
    POC change: + 2 Allies POC marker moves to: +2 Axis

    Ships Sunk:

    Axis this turn: 1 U-Boat, Fiume, Andrea Doria,
    Guilio Cesare, Impero, Pola, Zara
    Previous turns: 7 U-Boats, Littorio, Comte di Cavour

    Allies this turn: Eagle, Norfolk, Suffolk
    Previous turns: Glorious, Exeter

    Ships Damaged:

    Axis: Gneisenau (1 damage)
    Allies: Warspite (3 damage), Malaya (2 damage),
    Ramillies (2 damage), Resolution (2 damage),
    Revenge (1 damage)

    Ships Not In Home Port:

    France: Bismarck, Gneisenau (1 damage), Scharnhorst,
    Admiral Hipper, Blucher, Prinz Eugen

    Malta: Malaya (2 damage), Valiant, Warspite (3 damage),
    Ramillies (2 damage), Revenge (1 damage)

    USA: None

    TURN 8 SUMMARY

    Allies win the U-Boat battles in Mediterranean Sea
    and South Atlantic. Italy has surrendered.
    A raging major battle in the North Sea,
    won by the Axis minor fleet units.
    Axis win the game by 3 POC.

    POC:

    Axis: Baltic, North = +5 Axis
    Allies: Barents, North Atlantic, South Atlantic, Mediterranean = +4 Allies
    POC change: + 1 Axis POC marker moves to: +3 Axis

    Ships Sunk:

    Axis this turn: 2 U-Boats, Scharnhorst
    Previous turns: 8 U-Boats, Littorio, Comte di Cavour,
    Fiume, Pola, Zara, Andrea Doria,
    Guilio Cesare, Impero

    Allies this turn: Rodney
    Previous turns: Glorious, Eagle, Exeter, Norfolk, Suffolk

    Ships Damaged:

    Axis: Gneisenau (1 damage), Tirpitz (5 damage),
    Graf Zeppelin (1 damage), Lutzow (2 damage),
    Admiral Hipper (1 damage)
    Allies: Warspite (3 damage), Malaya (2 damage),
    Ramillies (2 damage), Resolution (2 damage),
    Revenge (1 damage), Washington (2 damage),
    King George V (3 damage), Duke of York (4 damage)

    Ships Not In Home Port:

    Malta: Malaya (2 damage), Warspite (3 damage),
    Ramillies (2 damage), Revenge (1 damage)

    USA: None

    What a final battle in the North Sea!!!

  4. 4 June 2014 WAR AT SEA MORE HISTORICAL VARIANT 2

    DEVELOPED WITH THE HELP OF RICK VIROST

    NOTE: This variant uses only the ships in the original game so it can be played with Vassal.

    1) RULE 2.1 POC for the Axis are increased by 1 for the Baltic Sea (to 2), the Barents Sea (to 3), and the Mediterranean Sea (to 3).

    2) RULE 2.4 France is an active port from Turn 2 to Turn 8.

    3) RULE 2.7 British ships can be repaired in the USA from Turn 2.

    4) RULE 4 Before initial set-up on Turn 1, place an Axis control marker in the Baltic Sea. Place an Allied control marker in each of the other sea areas.

    5) RULE 6 No Axis ship can move between the South Atlantic Ocean and the Mediterranean Sea or vice versa at any time. No crippled ship (one which has damage equal to its Defence Factor) can leave the port it is in. Graf Zeppelin may not enter the North Atlantic Ocean and the South Atlantic Ocean.

    6) RULE 6.4 Allied ships get a -3 modifier to their speed rolls. This is because the Barents Sea and the Mediterranean Sea are both closer to England than the South Atlantic.

    7) RULE 7.2 British and US ships in any sea area and on any turn which are disabled during a turn or are at sea at the end of the turn may return to England, the USA or (if British and if the Mediterranean Sea is not Axis-controlled at the time) Malta instead of an adjacent port. Ships with only 1 Attack Factor only inflict half a disabled result (rounded down) on non-crippled ships (including convoys) which have original Defence Factors of 3 or more.

    8) RULE 7.3 Damage is not rolled for Surface Combat. Damage received by a target is equal to the number of hits received times half the attacking ship’s Attack Factor. Sum all the damage received by the target in the current surface combat round and then round up if necessary.

    9) RULE 8 No more than 2 U-Boats can be placed in the Mediterranean Sea and only while France is an Axis port during Turns 2 to 8.

    10) RULE 8, 10 When U-Boats and Air Strikes attack non-Convoy ships, a “5” causes one point of damage. A “6” results in a roll for damage which is halved rounded up. If the damage roll is an odd number, the ship is also disabled.

    11) RULE 11.3 No more than two Battleships may line up against a single enemy Battleship, unless there is a lack of Battleship targets. A Battleship is defined as any ship which has original Attack and Defence values of 3 or more. Cruisers are not restricted except as per the normal rules regarding Carriers and Convoys.

    12) RULE 14.4 Each convoy now earns 4 POC reduced by 1 POC for each damage on it, then halved rounded up if it goes to England. Each disabled result on a Convoy which is not disengaging instead means that the Convoy receives 1 damage. Damage to Convoys from U-Boat and Air Attack are halved rounded up. Convoys cannot voluntarily remain in port for a turn. Convoys in the North Atlantic Ocean can disengage to the Barents, England or the USA.

    13) RULE 15.3 Starting on Turn 4 US ships need to roll less than the Turn number to enter the game.

    14) RULE 15.4 US ships may also enter the South Atlantic Ocean, England and the North Sea.

    15) RULE 15.7 If the Axis control the Mediterranean Sea for any two consecutive turns or on Turn 7 Italian surrender on Turn 8 does not occur. If the Italians surrender on Turn 8 all Italian ships are removed from the game.

    16) RULE 16 This rule is not used. No ship can roll for oiling.

    17) RULE 17.2 Ships that opt to remain in the Neutral Port are immediately eliminated.

    • Avi, your rules could use some designer’s notes to see why you wrote the rules that way.

      Rule 4 limits the Axis ability to threaten the South Atlantic on Turn 1. Rule 6 similarly takes the Italian cruiser threat away from SATL. Also weakens German fleets in NATL/SATL. Why is Graf Z banned from the ocean?

      Rule 6.4 seems wrong-headed for a few reasons. South Atlantic in game terms comes right up to England. Think of the NATL/SATL boundary as the great circle route from the British Virgin Islands to a point of your choosing in England. All the convoys sail NATL, and everything well southeast of the convoy route is SATL. Also, per an article in The General Vol 17 Number 6, the Speed number is based simply on speed, and is not affected by range. It doesn’t matter how close SATL is to England.

      Rule 7.2: ships disabled in the Med can go to port in USA? Just not buying it. And what does it mean to inflict half a disable?

      Rule 7.3: damage inflicted on a ship seems inherently random. Might as well roll dice per standard rules to capture the randomness. Bismarck made Hood explode in the first gunnery round, and I believe both sides were surprised by that outcome. A single sub sank Royal Oak in Scapa Flow, and I think both sides were surprised by that, too.

      Rule 8: why? I’m not a big believer in U-Boats in the Med, but I can’t think of a reason why the Axis player couldn’t do that if desired.

      Rule 14.4 Taking away the chance to disable a convoy (and push it back to USA) hurts the Axis.

      Rule 15.4 sounds good, but is there any limit on the number of US ships that can depart the North Atlantic? Can the Allied player leave Wichita in NATL and sail all the rest in the North Sea to blockade the Germans?

      Rule 16 hurts the Axis without adding realism.

      Rule 17.2 hurt the Axis more than the Allies, making a sortie to SATL much more risky.

      Overall, these rule changes seem to push balance toward the Allies.

      • Ken,

        I must thank the moderator for alerting me to your comment. I had given up checking long ago. Your comments could also be less ambiguous as you seem to be criticising sometimes the Mods and sometimes the Mods V2. The overriding guidance I have used, as stated in the title, is history, something the original Australian and then US designers ignored perhaps in order to design a fun and simple game in the 1970s and have not updated properly since then.

        HISTORICAL WAS (From the Ladder, I think)

        How did you determine the changed ship factors for Warspite, Renown, the German Panzerschiffen, the German cruisers, the aircraft carriers, and Bismarck/Tirpitz? I’m all for changes where warranted, but don’t understand those.

        Avi’s reply – I based these from an extensive Excel database I made to check the values of ships in World In Flames and to make changes for home play as Harry would not have accepted them. They are based on data from DANFS and other websites. The British 15 inch gun was arguably the best naval main gun of both wars being both very reliable and accurate. They were stupid to use 16″ in Rodney and Nelson and 14′” in the KGV Class. After their extensive reconstructions, Valiant, Warspite, Queen Elizabeth and Renown were far better ships than when constructed originally. The KGV Class were also constructed superbly considering Britain’s limited resources and were comparable but a bit weaker than the Iowa Class. The KGV Class were a class above Bismarck and Tirpitz, which are obscenely over-rated in WAS. Few if any ships took more damage and still took part in so many naval battles in WW2 as Warspite who also managed to achieve arguably the longest hit by surface gunnery (on Littorio, I think). British armoured aircraft carriers were much more difficult to sink than other carriers and their safety precautions were second to none. Look at Illustrious in the Med and British carriers affected by Kamikazes compared to, say, the Franklin, which was a constructive total loss. British carrier air crews were the most highly trained and the Stringbag was comparatively and arguably the most successful torpedo plane of WW2. Not even the Japs could fly at night or in bad weather and their carriers were time bombs with fuel hoses everywhere.

        Why include Effingham? She was rebuilt as a light cruiser (smaller guns) before the war started. Cornwall spent the entire war (and Hawkins most of it) in the Pacific/Indian oceans. I wouldn’t include them either.

        Avi’s reply – Game balance, if we test it and I’m wrong I would be happy to change things.

        I like that you addressed the Italian fuel shortage, but I’m not sure a roll per ship to get out of port is the right way to handle it. Maybe a limit on the number of ships that can sail?

        Avi’s reply – There are other ways of doing this, like keeping a fuel track, but this is more simple.

        Seems like the game balance for this version would be very pro-Allies. I would be willing to play test it.

        Avi’s comment – At last! Please contact me on avisolomon56@gmail.com

        HISTORICAL WAS V2 ( I think)

        Rule 4 limits the Axis ability to threaten the South Atlantic on Turn 1. Rule 6 similarly takes the Italian cruiser threat away from SATL. Also weakens German fleets in NATL/SATL. Why is Graf Z banned from the ocean?

        Avi’s reply – The German navy could NEVER threaten anywhere except the Baltic Sea with more than one or two ships at a time and could not at any time after the British wiped out all the German supply ships around about mid-1941. Their surface units were relatively ineffective even if they did break out.

        Italian cruisers had very limited range and could barely reach past Gibraltar (remember Gibraltar? It does not exist in WAS).

        Graf Zeppelin is banned from the Atlantic because only the British could fly aircraft from carriers in bad weather (and night-time, except for a squadron they trained while the Wasp was serving with the RN). As the Soviets found when they sailed her off, she was also unstable in bad seas. German Light Cruisers and Destroyers were incapable of entering the Atlantic in bad weather.

        Rule 6.4 seems wrong-headed for a few reasons. South Atlantic in game terms comes right up to England. Think of the NATL/SATL boundary as the great circle route from the British Virgin Islands to a point of your choosing in England. All the convoys sail NATL, and everything well southeast of the convoy route is SATL. Also, per an article in The General Vol 17 Number 6, the Speed number is based simply on speed, and is not affected by range. It doesn’t matter how close SATL is to England.

        Avi’s reply – The diviiding line between the North and South Atlantic is the Equator. As one cannot repair the map in WAS easily one needs to allow British ships to more easily reach the Barents and the Med.

        Rule 7.2: ships disabled in the Med can go to port in USA? Just not buying it. And what does it mean to inflict half a disable?

        Avi’s reply – History – HMS Illustrious. We are talking about game-turns that equate to, like, six to nine months of real time. At 25 kts, HMS Illustrious could make the USA in a matter of days.

        Half a disable is nothing.

        Rule 7.3: damage inflicted on a ship seems inherently random. Might as well roll dice per standard rules to capture the randomness. Bismarck made Hood explode in the first gunnery round, and I believe both sides were surprised by that outcome. A single sub sank Royal Oak in Scapa Flow, and I think both sides were surprised by that, too.

        Avi’s reply – Repair facilites historically were used all the time. They comparatively hardly ever are in WAS. By reducing the amount of damage caused more ships survive and must be repaired. Bismarck can still sink Hood with a single throw of the dice. It was an unlikely event, so I am making it an unlikely event. Royal Oak was a special case and was sunk at anchor. You could always make a ‘House Rule’ for it.

        Rule 8: why? I’m not a big believer in U-Boats in the Med, but I can’t think of a reason why the Axis player couldn’t do that if desired.

        Avi’s reply – Please read up on the flow of water into and out of the Med.

        Rule 14.4 Taking away the chance to disable a convoy (and push it back to USA) hurts the Axis.

        Avi’s reply – There has to be some compensation for the Allies as the POC for the Axis has been increased. Besides which, Convoys were never disabled as such.

        Rule 15.4 sounds good, but is there any limit on the number of US ships that can depart the North Atlantic? Can the Allied player leave Wichita in NATL and sail all the rest in the North Sea to blockade the Germans?

        Avi’s reply – They don’t have to leave anything in the NATL.

        Rule 16 hurts the Axis without adding realism.

        Avi’s reply – Each turn lasts usually between 6 to 9 months. That was just about the length of time German Fleet ships were at sea, with resupply.

        Rule 17.2 hurt the Axis more than the Allies, making a sortie to SATL much more risky.

        Avi’s reply – Graf Spee. International Law. When did the Allies ever need to put into a Neutral Port? They had ports everywhere. The Axis just did it once. I hate the rorts that go on with that rule.

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