[Slightly Edited] Please read again
WoW thanks for huge Response Mark.
i will try to give a proposal or something to think about
I hope you guys can follow me with my not 100% perfect english
I have the follwing idea for you.Merchant Raiders (Nearly had similar idea as you)
- Raiders can also act an an fuel Supply for Ships / Submarines if not going out for attacking
- Whenever you move through an merchant raider. you gain an extra of 1 movement point in the movement Phase or Intercept Phase (cumulative)
By doing this the merchant raider will immediately get an axis marker (So it is attackable on further movement chits)
- You can move them in the intercept Phase also so this leads sometimes to suprises. (If not moved in normal Phase)
Snapfire changes- As i said before in the rules you can defend against air snapfire with AA and against submarine snapfire with ASW.. but not against naval snapfire which i find kinda odd.
My proposal is to let the ships shoot back in an 1 Round battle. Intercept PhaseThis Phase is before the Strategic movement Phase
- Ships & Planes (
NoT Heavy Bombers / Transport planes , Transport ships) that have not moved in the movement phase can move now tactical into empty or own controlled sea zones.
- Ships that are in intercept mode get an token or marked by an die.
- Initiative winner first
Phase done-------------
Strategic Movement Phase- Now on the strategic movement Phase ships have to return to either harbors or submarines to merchant raiders.
- I know in the current rules it says you have to look out for
fortified Harbors before normal Harbors.. but i don't see why this should be forced at all. Leave it as a player choice?
- Ships can move up to 8 Movement Points + 1 extra Movement(cumulative) if moving through merchant raiders but you can only use each merchant raider
once a turn for this.
So you have to set up your merchant raiders wisely.
- The Initiative winner and then the initiative looser moves his ships back that moved in the movement Phase but not the ships from the
Intercept phase. (Still marked by an marker / die)
-
Ships can move through enemy controlled territory sea zones if the player wishes. - Only ships in intercept mode can start battles. (
1 Round battles)
-
Each intercept force can only start 1 battle- If you move through an intercept force you roll on table to look if a battle occurs (don't have values but something like the asw tables.. but the more ships you move through the higher is the Chance you will get intercepted).
- If the sea Zone has an
Enemy control marker the chance to be intercepted will be even higher..because you get detected more easily or you get an cumulative +1 on the intercept table for each enemy controlled sea zone you move into on your way home. (
Except for submarines)
This can occur once per sea Zone for the fleet that moves home and is active. If it goes bad for you you will get attacked several times on your way home (1 Round battles)
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After all ships moved back.. the intercept forces move back to ports aswell (no further combat)
Not testet but that's just something i had in mind, and it's not too complex. I hope you get the idea.
Tell me what you think