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"New Modern Submarine rules free download" Topic


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Weredoomed200306 Feb 2018 12:37 p.m. PST

Following from some previous sets such as Snapshot I have put on a participation game at Fiasco in Leeds last October and will be running it again at Hammerhead in Newark on 3rd March.
These rules are available as a free download from my facebook group 'Conn-Sonar'. Please join the group, give them a try and see what you think.

Weredoomed200306 Feb 2018 12:37 p.m. PST

Following from some previous sets such as Snapshot I have put on a participation game at Fiasco in Leeds last October and will be running it again at Hammerhead in Newark on 3rd March.
These rules are available as a free download from my facebook group 'Conn-Sonar'. Please join the group, give them a try and see what you think.

Weredoomed200306 Feb 2018 12:39 p.m. PST
cloudcaptain06 Feb 2018 5:09 p.m. PST

That was a nasty set of looping links. Here's the link to the actual Facebook group you have to join for the rules:

link

alan L07 Feb 2018 6:22 a.m. PST

Great to see this. Always on the look for modern sub rules. Can they do Hunt for Red October?

Allen5707 Feb 2018 8:13 a.m. PST

Would like to see these rules but I do not have a Facebook account and do not want one.

Could you email me a copy? althegamer_@_yahoo.com

Weredoomed200307 Feb 2018 11:27 a.m. PST

Will do.

Lion in the Stars11 Feb 2018 6:28 a.m. PST

I didn't need to join the FB group to download the files, but I do have a FB account.

Gave the rules a brief overview and they're not too bad (I played Modern Submarine Warfare at 1:1 from 2001-2006). The biggest thing is that the big SSBNs don't stay super-deep, and the SSNs could dive deeper than we could. Bigger hull takes more stress from going deep.

Murvihill16 Dec 2022 6:16 a.m. PST

Played the game on Wednesday. First, It was nice to see a sub game that worked pretty well, I'm hoping to play again when it comes in the rotation. Couple things though:
1. Movement is extremely slow. My sub moved 1" per turn for most of the game, and considering my sub had a 204" detection range, that makes for a long game.
2. You had to get three contact reports to fire your torpedoes. I had a 50% chance to get a contact so more than likely it will be 6 turns to get a firing solution. But, you get to work off your enemy's contacts, so you can lose them just as fast as you get them.
3. Torpedoes have a horrible chance to hit anything. I managed to launch two torps on an enemy sub and later calculated the odds of hitting them at 1:9 for each torpedo. The sub was evading, but even if they hadn't it would have been 1:6. Considering that you lose your contacts when you fire the torpedoes that means you can't fire for another three turns minimum.
It occurred to me that if we simply charged across the board at evasion speed the odds of surviving were pretty good.
Six players, six submarines and two ships, two torpedoes fired and no hits. Not an exciting game for two and a half hours' play.

Wolfhag Supporting Member of TMP17 Dec 2022 6:59 a.m. PST

Sounds like the rules are too realistic <grin>

Wolfhag

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