• Liaison TripleA '11 '10

    What happens if a navy moves ontop of your sub?  Are you discovered?


  • Would you have to reveal your Subs if an enemy Destroyer entered the SZ in Combat Move, but not in Non Combat? Of course it would be too late to send in Fighters, so the Attacking player decides if he stays to fight or if he passes through.
    I think that would be fair.


  • But is not the real mov of ww2 sub, for modern sub no probleme is a good idea but ww2 sub…

  • Liaison TripleA '11 '10

    This would make sending ‘unescorted’ transports into ‘sub infested’ territory a HUGE problem…

    Also, are you capable of hiding subs within your primary fleet?  This makes calculating for them even MORE difficult.

    I’m starting to like this concept…

  • Liaison TripleA '11 '10

    You ‘could’ also introduce a spy element in all of this…

    IE pay $5.  on a roll of 5 or 6, you get a spy in the enemy capitol, and all sub locations are revealed, until the spy is killed. (enemy sacrifices 3 infantry in capitol, OR pays $5 for a roll at 5 or 6 to remove said spy)

    If you fail either roll… you lose the $5…

    Or some kind of system like that.


  • In answer to questions above, yes if an enemy destroyer passes through or stops on SZ where you have a submerged sub then the enemy must reveal that sub(s)…

    Also the way we play is that you can hide subs with your main fleet or any number of ships. This does cause the opposing player to calculate the possibility that you may have any number of subs with your carriers. The only real way to verify us to attack or at least strafe with a Destroyer.

    As I’m sure all on here can imagine, this rule greatly increases value of subs & destroyers.

    For example, Japan or Germany could park a sub off US coast. No more unescorted transports for US !!  It also gives ANZAC & India some real option in S Pacific.


  • @Gargantua:

    You ‘could’ also introduce a spy element in all of this…

    IE pay $5.  on a roll of 5 or 6, you get a spy in the enemy capitol, and all sub locations are revealed, until the spy is killed. (enemy sacrifices 3 infantry in capitol, OR pays $5 for a roll at 5 or 6 to remove said spy)

    If you fail either roll… you lose the $5…

    Or some kind of system like that.

    Another possibility is to have the ‘radar’ tech also eliminate ability of enemy subs to remain hidden. How many times have we all gotten radar for US on a tech role !!!

    Historically surface radar helped tremendously in North Atlantic.


  • @GODLEADER:

    But is not the real mov of ww2 sub, for modern sub no probleme is a good idea but ww2 sub…

    It is true that WWII era subs could only remain submerged for short periods. However this ability provided a way for them to sneak in & out of harbors & to in certain situations remain hidden.

    None of the Navies including US & UK knew where all enemy subs where at any given time. During game play, with some educated guesses you can send your destroyers on a sub hunt or as noted above, leave your transports unprotected at your own peril.

  • '10

    @82ndAB:

    My sons and I have played AA for 10 years or so now. We began with the original version, then AA50 and purchased 1940 2nd edition Europe & Pacific in Nov of last year.

    We recently adopted a new house rule for submarines that I wanted to share with this forum.

    After purchasing new subs or if existing subs are not used in combat or in a SZ for convoy disruption, a player may choose to submerge or hide a sub and remove from the board & move it any number of legal spaces. As we are family, we use an honor system and simply write down the SZ number moved from & to or in the case of my sons they keep track on the iPads.

    The theory is to provide an element of surprise and increase subs value especially late in the game.

    For example, if US buys 2 subs in Pacific, on the next turn US player can remove subs from SZ10 write down SZ the subs have moved to and place them in the corner of the board. We use the ‘mobilization zone’ on the PAC board as the sub pen. Once a sub is used in combat or convoy disruption it remains visible on the board until the next round where the player can choose to move/submerge it into a different SZ.

    As you can imagine, Germany can benefit by having one or 2 subs in Atlantic that the Allies have to account for but not really know where they are. Same goes for UK & ANZAC in the South Pacific.�  And even Japan can move sub down to New Zealand in 2 turns unbeknownst to ANZAC & kill any new unprotected transports ANZAC places off Sydney (my son has done this to me twice in recent weeks!!)

    In tournament play or if there is concern that the honor system would not work, one could use a small slip of paper for each sub to write down SZ and place the paper under the sub.

    We have used this house rule in 3 global games & have found that it adds another level of strategy & has also increased sub purchases in mid to late rounds.

     We have used this very same rule for some time. Adds just a little more time to your game but if you dont mind the longer games then no problem. When a destroyer or cruiser with ASW capability stops in a hidden sub zone then we roll for detection. (maximum of two ASWs to one sub) Same for convoy zones. ASWs roll one die each and sink on a 1, detect on a 2 with a D-6 system. Detected subs are laid over and do not cause IPC loss. Unescorted transports and capital ships are just not logical.


  • Very cool idea. I like it a lot.

    :-D

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