an old expansion for classic called for something similar. but it was 2 turns off the board a third turn on the board. even came with an index card sized tracker to keep track of how long it’s been off the board. You had to keep track of movements you made with each sub with a piece of paper. And had to make detection rolls to find them if they are off the board. If they were on the board no detection roll was needed. At anytime a player can call into question that the subs are where they are suppose to be and one allied player (of the axis choosing) and the other axis player. work together to track the subs movements and judge to make sure the rules aren’t broken. If the subs controller cheats he loses the sub. if either side gives away where a hidden sub is hiding the rulebreaker losing 12 ipcs worth of units and the opponents choosing which units. The expansion came with little white stickers so you could number the sea zones in classic. Ahead of it’s time in that respect. Normally the axis picked the russian player and would show them every round what was going on with there subs to avoid confussion later. It was alittle fun to be russia and know where everyone’s sub were and watch as everyone tried to find them. made the game light hearted. It gave the german player and russian player something they could look at each other and laugh about as they were trying to kill each other.
DD spotting subs
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I don’t like in AA50 that 1 DD in a fleet will see all enemy subs. Does anyone else have a problem with it.
I have seen house rules where each DD is limited to 2 or 3 subs. I don’t like that either.I really don’t want to use a bunch of mod rules like where SS, jet ftrs, and other techs changed your roll values-to confusing. I was thinking to keep it easy:
If you have 1 DD- roll 1 detection dice for each enemy sub in battle, 3 or less sees that sub. Subs that are not found get their deadly shot. If you have 2 DD’s then a roll of 4 or less finds subs. 3 DD’s rolls of 5 or less see subs etc. The only tech I would allow to change these values is radar.
1 DD-3 or less;+1 w/radar (4 or less)
2 DD-4 or less;+1 w/radar (5 or less)
3 DD-5 or less;+1 w/radar (6 or less) So if you have 3 DD’s w/radar they can triangulate to find all subs.
Remember your rolling 1 dice per enemy sub, the more DD’s you have will increase the values of those dice. Radar will give you a +1 bonus. I think its fairly simple. If something like this is out there please let me know, but I don’t remember seeing it in other posts.Example: Enemy has six subs, You have 2 dd’s (no radar). You roll 2,3,3,4,5,6; you would see 4 of his subs. If you had radar you would see 5 of his subs.
You could also re-roll after each round if you wanted to, or just stick to the orig results. Of coarse the enemy would just take the subs you found as casualties leaving his deadly strike subs in play. A re-roll could benefit the subs if you took a DD as a casualty. Either way if all DD’s are gone then subs get there deadly shot back. What do you think. -
In our 1939 World at War rules.
The players must find the sub. (Anti sub patrol)
You have to roll 1 dice for each sub. 2 or less.
Only the Destroyer or escort who spotted the sub can attack.
Destroyer attack at 2 or less. -
Yea that’s along to same concept. Kinda harsh though with only the DD being able to attack the sub(s). When you say escort do you mean cruisers? They were also equipped with depth charges.
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I think the roll by destroyers or cruisers works pretty well, and Wild Bill, your roll method is nice.
I have used similar naval search rolls for subs to even find surface ships, surface ships to find subs and in revised for planes to search for subs. because the ocean spaces really are so much larger than they appear, it is a nice variable to add.
one note is that i liked was that when a transport was in a sea zone we had it slightly easier to find the ships by the enemy subs (like a 3 instead of a 2 for example) because the trannies would need to be escorted you find the trannies, you find the warships. -
yeah OOB rules with unlimited effects can cause some grieve
the simpler the fix the better
I would follow the concept of one unit - one dice - one victim that is used everywhere in the game -
- When you say escort do you mean cruisers?
escort = different kind of destroyer.
In our rule we have…
Escort =
move 2
att 1
def 2
cost 8destoyer =
move = 2
att = 2
def 2
cost 10Only escort and destroyer can attack sub.





