naval thunder mini-league 2014 s2

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  • 8/10/2019 Naval Thunder Mini-League 2014 S2

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    Fleet Setup:1) 1000 points maximum.

    2) Points are based on the card printing tool provided by Steel Dreadnought Games as

    part of the Naval Thunder product. As there are noticeable typos in the PDF shipcards provided by SDG, in the event of a difference, the stats in the card printing tool

    prevails.

    Build Rules:1) Starting minimum is 2 destroyers.

    2) No Battleships can be used. Carriers are different from Battleships, therefore they can be used.3) Maximum number of the ships in the entire fleet is 10.

    4) Every cruiser of any class or type (CL, CA, CLAA, BC) allows you an additional destroyer in the

    fleet.

    5) Every carriers of any class or type allows you two additional destroyers in the fleet.

    6) Allowance of an appropriate 20% proxies are in effect. The spirit of the league is not only to

    promote the sporting ingredient of the Naval Thunder game but to also spur the collectibleinterests of the appropriate miniatures.

    7) Ships and its bases must be painted. This is due to the fact that this league will be exposed to

    the international world via the SDG forums and its creators have shown considerable interest in

    our groups effort in Malaysia.

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    Registration:1) Register fleet by sending the fleet setup at the latest 2 days before the

    commencement of the league. This is meant to ensure that the fleet list has been

    vetted and deemed legal and any corrections can be made before the league begins.2) The fleet list does not need to follow any specific format but should clearly indicate

    the ship name, its class, its point values and additional supports (sub & planes).

    3) The fleet list must be submitted to the following email address for safekeeping and

    tabulation purposes : [email protected].

    4) There is no registration fee for this mini league but buying the commissioner a cup of

    coffee is highly welcomed.

    mailto:[email protected]:[email protected]
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    League Setup:1) The maximum players for this mini-league will be 8.

    2) There would be a total of (N-1) games played per player where N is the number of players registered to the

    league.

    3) It is the hope of the league commissioner that the mini-league can be completed within 2 weeks of the

    commencement.4) Schedule to be announced at the start of the league so that all players are aware of their next opponents as

    well as the schedule of each round.

    5) Game will be played on a 6x4 table whenever possible. League commissioner will decide on an appropriate

    substitute arena in the event if a 6x4 table is not available.

    6) Each league day will be played over a particular weekend. As this is meant to be a short league, players must

    attend and play on the aforementioned days.

    7) Round robin system.

    League Round:1) Three scenarios are available to be played at each round: Pitched battle (with land mass), Seize and Control,

    and Breakout!. Before the game begin, both players will determine which scenario they will be playing by a

    coin toss/dice roll. There is no fixed method, just as long as both players agree unanimously on the method.

    2) Only one scenario will be selected and played per round. The winning conditions of each scenario will be

    explained in the scenario section of this handbook.

    3) Each league round will be played only for 90 minutes. An Active-5 rule will be enforced to ensure that thegame ends within a reasonable time. Players are given 5 minutes to setup the table and deploy their forces.

    4) Active-5 rule: 5 minutes before the 90 minutes have reach, the timekeeper will announce that there are 5

    minutes on the clock. Once the timer reaches 90 minutes, the current play round must be completed and

    then immediately the winning conditions are checked. An umpire may be present to adjudicate the game to

    ensure that neither player are attempting to employ time-wasting tactics.

    5) The winner of each round will be awarded 3 League Points, a Draw is awarded 1 League Point, and losing is

    being awarded 0 League Points.

    6) League Points will be used as the kicker for determining the leader. The VPs earned calculated on VP scored -VP lost basis will be used to resolve League leader ties.

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    Player preparation for each round:1) Bring your own dice & measurement tape. This is to allow for faster resolution of each play step.

    While there is NO penalization for not bringing your own equipment, slow gameplay can result

    in an unsatisfactory conclusion for both parties.

    2) Print out the ship data for each of your ship in your fleet list. If you are using the destroyersquadron setup, you can print out blanks and fill it in by hand. Print multiple copies as backup.

    3) Miniatures , of course.

    4) Read the scenarios properly before playing out the game. If you read the winning conditions

    wrongly, it is nobodys fault but your own.

    5) You do not need to bring counters such as splash markers, evasive maneuver markers or flood

    markers, etc. It would be supplied by the league commissioner. However, if you feel having your

    own markers will greatly speed up the game, then by all means, feel free to do so.6) You are free to ask your opponent on the ships characteristic (type of guns, armor value, etc)

    and the opponent should be obliged to share this information freely.

    7) After each round, kindly step up to the league commissioner and report your results. The

    following items should be reported:

    a) VictorWho win

    b) VP scored for both sides

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    Scenario: Pitched battle:Follow the procedure below to setup and determine victory conditions

    1) Each player rolls a D10. Highest roller gets 2 land mass, each measuring no larger than 7x7. The other

    player gets 1 land mass, measuring no larger than 7x7. High roller is considered the attacker.

    2) Starting from the highest roller, the player each takes turn to place the land mass on the playing field. There is

    no specific restriction of placement of these land masses.

    3) Defender (the low roller) chooses the short table edge and deploys his entire force on the table but NO

    modelscan be placed further than 18 from the short table edge.

    4) Attacker then deploys his entire force on the opposite short table edge but NO models can be placed further

    than 36 from the short table edge.

    5) Determine flagship as per the rulebook pg8.

    6) Conduct 1stair sorties (for players who use carriers)7) Determine Dawn/Dusk. Resume play as per standard play order of Naval Thunder

    Winning condition:

    1) Each player calculates its total number of ships of the fleet that he is deploying on the table.

    2) Calculate 60% of the ships deployed (rounded to the nearest whole number)for each side. Note down the

    number in a place that can be easily seen by both players.3) During the End Phase of each turn, check the number of ships lost for each side.

    4) The moment one side has lost ships EQUAL or GREATER THANthe number written down, it is considered

    that his fleet has lost the field and the higher command has recalled the remainder of the ships. The other

    player is declared the winner of this scenario.

    5) In the event that both sides have lost ships EQUAL or GREATER THAN the number written down for their own

    sides, it is considered that both fleets have lost the field and this is a DRAWgame.

    6) Calculate VPs scored by ships destroyed and VPs scored by ships fleeing the battlefield.

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    Scenario: Seize & Control:Follow the procedure below to setup and determine victory conditions

    1) Each player rolls a D10. Highest roller gets 2 land mass, each measuring no larger than 7x7. The other

    player gets 2 land mass, measuring no larger than 7x7. The highest roller is considered the attacker.

    2) Starting from the highest roller, the player each takes turn to place the land mass on the playing field. The

    land masses must be at least 15 apartfrom each other. All land masses must be placed at least 20 from any

    long table edge.Land Mass that cannot fulfill the minimum required distance will NOT be placed.

    3) Lowest roller determine the long table edgethat he will enter from. The highest roller will enter from the

    opposite long table edge.

    4) Both side deploys simultaneously no deeper than 5 in.

    5) The defender chooses two of the placed land mass as the Objective. This must be declared.

    6) Determine flagship as per the rulebook pg8.7) Conduct 1stair sorties (for players who use carriers)

    8) Determine Dawn/Dusk. Resume play as per standard play order of Naval Thunder

    Winning condition:

    1) At the start of turn 5, if the attacker has at least 1 ships within 4 of either of the Objective and his opponent

    doesnt have at least 1 ship within 4 of the Objective, this situation is known as Seized and the attacker isdeclared the winner of the scenario.

    2) If both sides has at least 1 ship within 4 of the Objective, this situation is known as Contested and an extra

    turn will be played. Check for the winning condition at each end of the turn.

    3) If after 10 turns, the attacker doesnt achieve the Seized situation, then the situation is known as Controlled

    and the defender is declared the winner of the scenario.

    4) Calculate VPs scored by ships destroyed and VPs scored by ships fleeing the battlefield.

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    Scenario: Breakout!:Follow the procedure below to setup and determine victory conditions

    1) Each player rolls a D10. Highest roller gets 2 land mass, each measuring no larger than 7x7. The other

    player gets 2 land mass, measuring no larger than 7x7. High roller is considered as the attacker.

    2) Starting from the highest roller, the player each takes turn to place the land mass on the playing field. The

    land masses must be at least 15 apartfrom each other. Land Mass that cannot fulfill the minimum required

    distance will NOT be placed.

    3) Divide the table into 4 equal quarters. The defender choose one of the quarter to deploy his fleet. The

    attacker will choose the opposite quarter to deploy his fleet.

    4) Defender deploy his fleet at his chosen quarter, with the following restrictions: No ship can be within 8 of

    the quarters boundary line (NOT TABLE EDGES). The table edges are not considered as boundary lines. He

    can chose whatever facing he wishes for each ship in his fleet.5) Attacker deploy his fleet at the opposite quarter to the defender, with the following restrictions: No ship can

    be within 8 of the quarters boundary line. .The table edges are not considered as boundary lines.

    6) Determine flagship as per the rulebook pg8. Conduct 1stair sorties (for players who use carriers)

    7) Determine Dawn/Dusk. Resume play as per standard play order of Naval Thunder

    Winning condition:

    1) The defender must make his ships leave the playing field but he can only do so by leaving at the FURTHESTtable edge (in other words, only exit at the short table edge of the opponents side). Leaving the playing field

    in this manner does not count as FLEEING for VP purposes

    2) The game continues until either all defender ships have left the table/destroyed or if the attackers ships have

    all been destroyed. The game ends immediately if either or all conditions listed above is met.

    3) If the defender has at least 50% of the VP value of his ships successfully leaving the playing field by the game

    end, then the defender has achieved Victory. If not, then the attacker has achieved Victory. There is no DRAW

    result for this scenario.

    4) Calculate VPs scored by ships destroyed and VPs scored by ships fleeing(due to failure of command checkand leaving at the undesignated edge) the battlefield.

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    Naval Thunder Options:The following Naval Thunder options will be used in this league. For further clarification, please consult with the

    rulebook for its implementation:

    1) Smoke markers

    2) Destroyer squadron3) Land mass

    4) Nationality Bonuses

    5) Reconnaissance Aircraft

    6) Secret Damage

    7) Victory Points

    8) Unreliable Radar

    9) Crossing the T

    Note: Crossing the T rule in Naval Thunder mentions explicitly that when the firing ship is in the forward or aft

    arc of the target ship, the firing ship is considered to have crossed the T. However, practical gameplay also

    discover that in some cases, a ships center point can vaguely fall between the front/side arc, and as part of

    gaming, we dont want to argue about degree precision. For cases that are vague, both side choses an option, and

    do a contested roll-off. Both parties MUST accept the dice roll and gameplay will carry on.

    Note: Unreliable Radar is pegged against the CMD rating of the ship, meaning for a flagship (CMD 10), strictlyfollowing the rules, you wont ever fail the Radar check roll, which does not make practical sense. A ship chosen to

    carry the flag of the Admiral doesnt suddenly make the primitive radar work better (otherwise the IJN would have

    triumph in some of the battles where their radar failed them miserably). A better way to this is that theradar

    check is always against the normal CMD of the ship (CMD 9 for British and CMD 8 for the rest).

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    Naval Thunder Options:The following nationality bonuses applies for each nationality. In the event where there is a choice of period,

    choose the late-war bonuses :

    Germany

    For the Fuhrer (this is applicable to the entire fleet)

    Teutonic Efficiency

    Torpedo Boats

    Graf Zeppelin

    British

    Advanced Radar

    Proud Naval Tradition

    Shoals of Escorts

    Shift in Priorities

    France

    Allies

    Seized

    Torpedo Boats

    Italy

    Axis Power

    Torpedo Boats

    Aquila

    US

    Trigger Happy

    Advanced Radar

    Hard Lesson Learned

    Japan

    For the Emperor

    Night Fighting Skills

    Powerful Torpedoes

    Diminished Expertise

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    Special House Rules:This league will be using the following special houserules that will impact the playersunderstanding of the

    original game design. Wherever needed, feel free to approach the league commissioner to clarify the special rules

    before commencing each game round

    1) A more elaborated spotting rulesto be used:

    a) All ships are given a Hidden marker at the start of the game. Until such time a condition is met to

    remove the Hiddenmarker, it remains with the ship until the end of the game. Ships that are Hidden

    can not be targeted by gunfire, torpedo or air strikes.

    b) Spotter ships are used to ACTIVELY remove the Hiddenmarker. To qualify as a spotter ship, only ships in

    the fleet that can launch a RECON flight ops can be declared as a spotter ship BUT must have either

    launched a RECON flight ops previously or in the current movement phase. The spotting action itself takes

    place after ALL Movement Step but before the Shooting Step begins (Refer to the FAQ).

    c) Spotter ships can ACTIVELY spot a hidden ship by rolling 6+ on a D10. This is modified by the number ofspotter ships also within 36" range of the hidden ship. Carrier-based recon planes grants the carrier 60"

    spot range instead of 36. Each additional spotter ships grant a -1 modifier to the target number. Ships

    equipped with radar further modify this roll by -1. All modifiers are cumulative. No line of sight is required

    for this action.

    d) For night battles, the spotting range is limited by the target limit normally imposed by the Naval Thunder

    night battle rules , which is 20. Therefore, spotter ships can only ACTIVELY spot a hidden ship when it has

    entered the 20radius. Carriers are also bound by this rule.

    e) A spotter ship can only choose to spot or assist in the spot, not both in the same turn and it can be done

    only once per turn.

    f) The procedure of performing a spotting action is as follows: Declare a target to spot, declare a spotter

    ships, declare supporting spotter ships, roll the dice and apply the necessary modifiers, check and apply

    result.

    g) Ships are automatically detected when they fire main or secondary battery weapons, and AA against

    planes. Hidden ships are also automatically detected when they come within 8 of an enemy ship

    (regardless if the enemy ship is a spotter ship or otherwise). Once the Hiddenship is revealed, removethe Hiddenmarker. It remains revealed until the end of the game.

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    Special House Rules (continued):

    2) Dusk/Dawn battlewill be introduced. Each player roll a D10 and add the results together. Even results will be Dusk

    and odd results is Dawn. Refer to each scenario briefing to find out when to determine this.

    a) Dusk: Any player can roll a D10. Night battle rules will be in effect only at the start of the turn as denoted

    by the D10. There is a chance that the Night battle starts from Turn 1 itself.

    b) Dawn: Any player can roll a D10. Night battle rules is in effect from Turn 1 until the Start of the turn as

    denoted by the D10. There is a chance that there will be no Night battle at all.

    3) AA defenseis no longer a combined dice pool of all ships (as opposed to the official rules). Instead, AA defense is

    based on the target's OWN AA Defense + Supporting AA Defense of nearby ships of no farther than 6 (as per Naval

    Thunder measurement system, always measure to center of ship). Supporting AA Defense ships may not support

    more than one ship nor defend against air attacks on its own ship, if that ship chooses to support. This effectively

    means a ship can either defend or support. It cannot be doing both at the same time.

    4) Air sorties from carriers follow mostly from the rulebook with the variance as follows:

    a) The sorties launched by the carrier have to be divided into waves. Each wave can comprise of any number

    of flight as launched by the carrier and can have a mix of any plane types.

    b) When the defending ship(s) receive the air strikes. The AA defense dice pool as determined in point 3

    above must also be divided (playerschoosing) to each of the waves. The defender can choose to put zero

    dice to counter a particular wave, if he so chooses.

    c) If the defending ship has CAP, then the rules to resolve the CAP fire is as per the rulebook.

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    Other notes:1) League commissioner will keep track of the scores. In the event the commissioner is

    engaged, the players are required to announce the scores for the commissioner to

    update the league standings.

    2) The league should be played with the highest sportsmanship conduct, with utmost

    consideration for fairness, ethics, respect, and a sense of fellowship with one's

    competitors. Any dispute should be resolved with a gentlemans agreement.

    Breaching this conduct is viewed in a very serious manner and expulsion from the

    league and sanctions from future tournaments is possible. Sore losers and gloating

    winners will not be tolerated in any manner.3) There would be cases whereby certain measurement or angling will be disputed

    and/or vague. In those cases, come up with 2 options and roll-off for the result.

    Rolling-off means that the highest D10 roller wins his option. Both parties should

    accept the outcome. In the event that both parties could not provide the 2 options,

    the league commissioner can be summoned to resolve the dispute.

    4) Decisions made by the league commissioner is final.

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