We stumbled upon One Page Rules and have been loving everything we try. Fantasy Regiments is gold!
We wanted to give Warfleet a try to give our Dystopian Wars ships something to do, but ran into a few questions.
Ramming: Is it really strength + D3? We had a 'Destroyer' ram a 'Fighter' (really a cruiser ramming a destroyer-type) and being unable to damage it with the ram.
EMP: my wife threw this on all of her 'Destroyers' and it was a major deciding factor in a lot of things. Does it even affect ram rolls? They're aren't the standard 2d6 rolls but we went with it. It was funny.
We also made some minor adjustments to better suit steampunk naval actions.
Torpedoes: We made them 6" and deployable as a one time thing on scouts, which were really land based air support in our game.
Hey lekapitan, good to see another Dystopian Wars player out there! We have the starter set that came with Empire of the Rising Sun and America. My wife also grabbed the Russian Federation's Starter set that came with the carrier. So we've got a lot of planes between the three and wanted to make sure they got some use. We ran each base as an individual 'scout'
Overall: We classified airplanes bases as scouts; the little frigate/destroyer types as fighters; cruisers as destroyers; and carriers and battleships as battleships We messed with torpedoes the most. It felt thematic. We reduced torpedoes to 6" and we let scouts take torpedoes as a one shot item (They still didn't have any components technically and still died in one hit) the Acc 0 and the low range more than made up for their increased battlefield presence. We also allowed scouts to pass over all terrain freely, and all terrain blocked torpedoes(they are underwater, afterall).This meant that we had a little battle for 'air superiority' with scouts knocking out scouts before the survivors went and tried to dump a torpedo on the enemy capital ships. We also gave torpdeos to some of our destroyers(Fighters) and it was fun having them dance around sandbars firing all guns while trying to get a clean torpedo shot. Warfleet really needs very few changes to work really well with dystopian wars. Since almost everything is turreted we didn't worry about firing arcs too much. We did force a minimum movement for all classes of 1/2 their movement. It meant planes(scouts) couldn't sit idle behind cruisers and battleships and hope for the extra damage and meant that ships actually circled each other.
Playing this makes me want to track down some more Dystopian War minis, actually I'm also toying with making laminate-able cue cards with check boxes for ship component damage and recording when scouts use torpedoes.
That sounds awesome! You have a nice collection of Japanese, American and Russian vessels there. I collect Britannia (and its Commonwealth sub-factions) as well as the Chinese fleet.
I like those rules that you guys are using, makes a lot of sense. Hope you won't mind if I steal some of them
Furthermore, this has inspired me to come out with some simple rules to create submarines/sky fortresses - i.e. vessels that do not occupy the same combat space as traditional sea-bound ships.
Instead of having a primary weapon by default, they all come with Stealth Rig instead. This means that while they can hide in the clouds/underwater from the get go, they have to buy weapons to contribute in combat, and will degrade faster since they don't have a primary gun to fall back on. And finally, Ramming can only occur among units that occupy the same combat space - no ramming sky fortresses with submerged units I am afraid.