Tuesday, April 17, 2018

Portable War at Sea - card concept

Here is a sample of the card mechanism I described in my game design post of yesterday. The cards are very rough, but one can easily get the idea from what I've posted below. Comments are welcome.

Attack
Torpedo Run
Select a friendly submarine or destroyer to make an attack on one enemy surface ship up to two spaces away.  The target may attempt to evade: Roll d6
DD-CL: 4,5,6
CA-BB: 5,6
CV: 6

    Fire: Roll d6, 1-5=1 hit, 6 = 2 hits
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Movement
A friendly submarine or surface ship may move up to two spaces; if a destroyer, it may move up to three spaces instead.
Attack
Air Strike
Select an enemy surface ship that is up to 10 spaces from a friendly carrier. Roll a d6:
1: no effect
2-3: 1 hit
4-5: 2 hits
6: destroyed
Target may not evade. After the attack is resolved, roll a d6. On a 5 or 6 return this card to the owner’s hand.
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Movement
Move a friendly capital ship one space and draw a card or move a friendly capital ship two spaces.
Modifier
Plunging Fire
Use only when attacking with a BB: After designating a target and determining hits, if the target is hit, you may add the effects of this card to that attack.
Effect: Target suffers 2 more hits
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Movement
A damaged friendly ship may move up to four spaces.
Attack
Main Guns: 9”- 11”
Roll an attack against an enemy ship that is up to 3 spaces from a friendly CA. The target may attempt to evade: Roll d6
DD: 4,5,6
CL-CA-BB: 5,6
CV: 6


    Fire: Roll d6,
Range 1: 1-5=1 hit, 6 = 2 hits
Range 2: 1= miss, 2-6 = 1 hit
Range 3: 1-3 = miss, 4-6 = 1 hit
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Movement
A friendly CL or CA may move up to two spaces.
Attack
Main Guns: 12”- 14”
Roll an attack against an enemy ship that is up to 5 spaces from a friendly CA. The target may attempt to evade: Roll d6
DD:3, 4,5,6
CL-CA: 5-6
BB-CV: 6
    Fire: Roll d6,
Range 1: 1-5=1 hit, 6 = 2 hits
Range 2: 1= miss, 2-6 = 1 hit
Range 3: 1-3 = miss, 4-6 = 1 hit
Range 4: 1-3 = miss, 4-6 = 2 hits
Range 5: 1-3 = miss, 4-6 = 3 hits
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Movement
A friendly BB or CV  may move one space.
Modifier
Fire Control
Use only when attacking with main guns: After designating a target, play this card to receive a +1 to the Fire die roll.



Up to two Fire Control modifiers may be played on a single attack.
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Movement

Select a friendly ship and move it up to two spaces..
Defense
Smoke Screen
May be played when a friendly destroyer is targeted by an enemy main gun or torpedo run attack; negate the attack.






After the attack is negated, roll a d6. On a 6, return this card to the owner’s hand.
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Movement
A friendly DD may move up to four spaces.
Defense
Combat Air Patrol
May be played when a friendly surface ship is attacked by an enemy air strike within 6 spaces of a friendly CV. Negate the attack and discard the enemy air strike card.




After the attack is negated, roll a d6. On a 6, return this card to the owner’s hand.
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Movement
A friendly CV may move up to two spaces.
Defense
Random Course Change
May be played when a friendly surface ship is attacked. Apply a -1 modifier to the enemy’s attack roll.





When this card is played, the enemy player may move the targeted ship one space in any direction.
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Movement
A friendly submarine may move up to two spaces and is hidden.

2 comments:

  1. A very interesting concept. I'll be interested to see how this develops.

    All the best,

    Bob

    ReplyDelete
  2. Bob,

    Thanks! I've been inspired by many who came before me. :)

    ReplyDelete