@Admiral:
I really like these house rules on stealth submarines Bluestroke. Thanks. I can really only see two problems that could come from them…
First, all the players must be very diligent in their order writing. How tragic would it be to incorrectly write an order, or forget, thereby causing your whole plan to fail. Although this kind of adds an exciting flavor to the game which simulates a failure of communication lines. I really like this! On the flip side however, what happens to a sub if a series of movements culminating in some sort of combat situation are discovered to be based off of an incorrect, or impossible movement made much earlier in the units lifetime? Does this negate that particular submarines activity since that incorrect order? Does that submarine have to withdraw from that combat situation, or is it played out regardless of that earlier error?
Yes, the sub attacker must prove his path. Any navigation mistakes cause the sub to be relocated back to where it should be, its actual locale, is exposed without an attack.
navigation incompetence is punished.
Second, all the players must be completely honest with each other when a submarine is found by a destroyer, whether it be by accident or on purpose. If one player isn’t completely honest, then the game could become very frustrating and a source of bitter arguments. What type of repercussions do you use to deter those from committing such deceit ? Perhaps eliminating that submarine from play would be appropriate?
yes, integrity is required. When destroyers enter sea zones, they have the right to demand sub review, so no one can feign ignorance.
Hopefully all the people I play with have enough brains to avoid screwing things up, and have enough dignity to not cheat. :lol:
We enjoy it, the extra surprise element adds to the texture of the game.