My dad and I recently played a mono y mono Global 1940 with the following rules, which I found to be fun but in need of tweaking and am curious if anyone else has played around with this idea at all or has any thoughts on improvements:
SUBMERSIBLE SUBS & THE FOG OF WAR
Submarines are visible in the following five situations: (1) at the start of the game; (2) when they are newly purchased and placed; (3) when they engage in combat - whether they are attacking a sea zone or are in a sea zone being attacked by an enemy destroyer or when they otherwise opt to defend; (4) when they engage in a convoy disruption, at the option of the controlling power; (5) when they are detected by an enemy destroyer.
For a destroyer to detect a submarine (on the turn of the player controlling the destroyer - immediately before convoy disruptions are checked):
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Roll 1d6 for each destroyer in each seazone (e.g., 3d6 for 3 destroyers in SZ-6, and 1d6 for 1 destroyer in SZ-33);
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If a destroyer rolls a 1, then all the subs that are in or adjacent to the seazone of that destroyer are detected and are returned to the gameboard.
The location of a visible submarine becomes undisclosed to its opponents when it is moved in noncombat: Remove the unit from the gameboard and track it using individual sub tracking graph with the Y-axis providing 3 vertical spaces per turn to track the potential movement and the X-axis identifying the particular submarine in question–identified by the seazone it started the game in at the start or through a purchase.
RESEARCH & DEVELOPMENT
• R&D costs 4 IPC and hits on a 1 or 2.
(the RnD rule was just to encourage developement, which out of 17 dice that I bought over the course of the game playing as the Axis, NOT ONCE did I hit lol … kinda screwed up my ability to objectively judge the rules we developed, let alone keep track of all USAs subs)