Nuklear WAR the naval front

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Nuklear WAR the naval front

Postby warman45 » Sun Mar 15, 2009 11:49 am

it's 1981 and the Soviet Union has outdone themselves yet again. the Typhoon class 175 m long 23 m beam 12 m draught of state material. capable of carrying 20 R-39 missiles with 10 MIRV nuclear warheads. OUCH!

it's the largest submarine ever built, however it was never used. but lets wind back. the year is 1986 and the fith typhoon has just been launched. russia's economy is crumbling, there is too much surplus arms and nothing to do with them. suddenly nuclear war starts. these behemoths along with other russian ballistic missile submarines are sent to cross NATO deffences and launch ICBM's on the United States.

the only thing capable of stopping these behemoths is the fleets, of NATO hunter killer submarines. as Russia attacks so does america. with both sides gunning for each other in this game of Nuclear cult & Mouse there is bound to be many battles. LET THE WORLD WAR BEGIN!

http://factory.lego.com/modelPopup.aspx ... 5436d2f46c

first of all you need a micro scale submarine. my favorite class is the Typhoon however you could do a Los Angeles class or ay other type.

next you'll need to plot what weapons it has.

(# of ICBM'S and # torpedo tubes.)

next find the speed of the torpedo used on the ship (regular speed = 50 knots game speed = 50 cm
same with ships.
each ship can fire the number of torpedoes equizilent to the number of LOADED tubes.

to load a tube roll a die.if the number you roll is equal or greater than the skill of the crew that tube is NOT loaded.

crew skill starts at 3 every time a battle is won it goes up by 1 maximum of 6

when a torpedo is fired it acts as a small submarine.

when a torpedo is within 50 cm of a submarine that submarine may launch counter measures. if the die roll is GREATER then HALF of the crew skill then countermeasures fail. IF countermeasures succede then the torpedo is removed. countermeasures are only allowed once a turn.

if a torpedo hits a ship roll a die if the # is EQUAL OR GREATER than HALF the crew skill then the ship survives the hit. otherwise BOOM!

torpedoes can only turn 45 degrees in one turn. submarines may turn 45 degrees for every 50 cm of movement. torpedoes must use their full movement unless they come into contact with a submarine.
this means that torpedoes CAN hit their own submarine.

each team gains 1 victory point for every submarine sunk and 2 victory points for every ICBM exited off the OPPOSITE edge of the battlefield.

http://factory.lego.com/modelPopup.aspx ... 566d77a3c1
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Postby tahthing » Sun Mar 15, 2009 1:15 pm

i don't think that what damage a torpedo dose should be by crewskill.
armor rateings and rolls are better.
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Postby warman45 » Sun Mar 15, 2009 6:23 pm

the thing about submarines is there's thousands of pounds of presshure. couple that with the torpedo itself and armour doesn't count.
all that matters is if the crew can patch the hole before the presshure crushes that part of the ship. that's why it's based on crew skill because all that matters when your hit is fast damage control.
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