Monday, December 7, 2009
Carriers At War
This project started as an exercise to learn the vb.Net programming language and develop routines which could be used in future computer-based board games. Gradually it took on a life of its own. It is turning into a fast-play, beer-and-prezels game of World War Two in the Pacific. The basic game is a general encounter between the forces of Imperial Japan and the US Navy; no particular battle is simulated although scenarios could possibly be developed for a specific historical battle. The game will feature Japanese kamikaze action, submarines, sea transport of troops, carrier landings and takeoffs. Balancing of unit "abilities" is present in this game more than other types of games and should maintain game tension. For example, submarines can only be attacked by destroyers and bombers and only if sonar detects the sub. A d6 roll greater than 3 detects the sub and depth charges can be dropped on it. Subs have a combat factor of 10 but can attempt only two hits in a phase (fire two torpedoes) while a destroyer can drop as many depth charges as its combat factor (up to five hits) in a phase. Once all ten torpedoes have been fired, the sub heads home for resupply, leaving the game, while destroyers need no resupply. Other ships cause damage equal to one on a hit but a submarine causes d6 damage on a hit.